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Game Developers On Gold Selling

Eurogamer has an article which takes a look at how various game companies deal with gold spammers in their games. Some, like Mythic, take a hard stance, literally telling farmers and sellers to "go to hell." Others engage in an arms race to block such behavior, sometimes to the detriment of normal users. "In fact, a former Jagex source tells me that when Jagex banned all IPs connected to gold selling, 'they lost 10 per cent of their membership, and still haven't recovered in terms of numbers since they did it two years ago. Even though they have almost stopped gold selling in RuneScape, it has cost them two million active accounts; i.e. there were four million players, there are now two million players, of which less than one million actually subscribe.'" Still more companies are experimenting with real money trading (RMT) to at least establish some control and security over the situation.

424 comments

  1. Re:That summary literally sucks by Anonymous Coward · · Score: 1, Informative

    Maybe read the article and find out? Ass.

  2. Re:That summary literally sucks by Onion · · Score: 5, Informative

    RTFA. It has a link and a direct quote of the "Go to hell" comment.

  3. Gold selling is a good idea by cliffski · · Score: 5, Insightful

    Because when I see that people are actually PAYING someone else to play the boring parts of a game for them, it's easy for me to deduce that what we have is not a fun game, but a tedious grindfest designed to keep bored teenagers playing forever and ever.

    The solution to goldfarming should be to find out why earning gold in the game is so bloody tedious and focus your design efforts on making the game fun to play. Games are supposed to be fun, not a second job.

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:Gold selling is a good idea by Alarindris · · Score: 5, Insightful

      Because when I see that people are actually PAYING someone else to play the boring parts of a game for them, it's easy for me to deduce that what we have is not a fun game, but a tedious grindfest designed to keep bored teenagers playing forever and ever. The solution to goldfarming should be to find out why earning gold in the game is so bloody tedious and focus your design efforts on making the game fun to play. Games are supposed to be fun, not a second job.

      I couldn't disagree more. The fact that people are paying money in addition to their subscription means that the game is fun or has value to the player.

      Personally, I never 'grind' gold. I play the auction house and can then do whatever I want.

      "Oh, but see you are avoiding playing the game!"

      No, I AM playing the game. I'm sorry you couldn't figure out a way to do it too.

    2. Re:Gold selling is a good idea by disi · · Score: 1

      I agree, gold shouldn't be that important at all. I know a game, where you can get enough money in like 30min to buy the best equipment, if you have the licences to actual buy it. Which means you have to play to get the experience and even then there is no much better ship and weapons. It is not the size which matters...

    3. Re:Gold selling is a good idea by AuMatar · · Score: 4, Insightful

      I play games to have fun. If most of a game is fun but a portion of it (grinding gold) is not, I have no problem paying to skip it, if the part I do enjoy is fun enough. Just like in real life- I enjoy throwing a party, but hire a maid to clean up before it. I enjoy driving my car, but pay someone else to change the oil.

      I could use alternate ways to make money, but I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong. And anti-gold farmers complain about my ethics?

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Gold selling is a good idea by Anonymous Coward · · Score: 1, Insightful

      There's no real gold grind in WAR. The game has a relatively simple economy mostly based on consumable items.

      However, that never stopped the gold sellers from trying to come in and spamming everyone in tells, although Mythic ultimately was successful in stopping that. I still get some goldspam through in-game mail, but nothing too bad.

      Keep in mind that allowing these guys to proliferate also aggravates "MUDflation" issues that these game economies are prone to. Even if the game doesn't have a gold grind built in, spammers may create one by imbalancing the economy.

    5. Re:Gold selling is a good idea by Majik+Sheff · · Score: 5, Insightful

      Sounds like you fit the mindset of EvE players. The game can be a relentless grindfest or a fantastic exercise in playing the market. It's all in how you choose to play the game.

      --
      Women are like electronics: you don't know how damaged they are until you try to turn them on.
    6. Re:Gold selling is a good idea by Alarindris · · Score: 4, Insightful

      I could use alternate ways to make money, but I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong. And anti-gold farmers complain about my ethics?

      I agree with the first part of your post, but ummm what? I'm unethical for buying peoples under-priced stuff and selling it for what it's worth, but it's OK to violate the TOS and buy from farmers?

      You may want to rethink that.

    7. Re:Gold selling is a good idea by MozzleyOne · · Score: 2, Insightful

      That's fine, if playing the market is the "game" you're after.

      My experience is WoW, and the problem is that the majority of people play MMOs for the PvP and the raids, and farming gold is just a necessary evil to do that. Accept that not everyone likes playing the market - I personally loathe it and find it intensely boring.

      It's weird - I want to log on after work, go into a dungeon for 3-4 hours and want to just have fun killing things but I can't do that. For some reason, MMO's have a requirement to grind for things (in WoW's case; enchants, consumables and repairs).

      *THAT* grind is what people are paying to avoid when they buy gold. I don't care if playing the market is fun for some people - I don't like it, and I don't like that every player is forced to take part in this "gold acquistion" game regardless of what they actually want to do. I don't force auction-house players to come do dungeons with me, nor are the forced to do PvP to get gold. Why should I have to get gold to goto dungeons? Why is partaking in the game's economy so necessary? Why can't I just go about my own game without having to go repeatedly kill things to earn money?

      --
      Ayjay on Fedang
    8. Re:Gold selling is a good idea by Alarindris · · Score: 4, Insightful

      Why is partaking in the game's economy so necessary? Why can't I just go about my own game without having to go repeatedly kill things to earn money?

      Because if you could do that, anyone could have anything they wanted whenever they want it, and that's what makes a game shitty. Reward needs to be proportional to the effort put in. Remove effort and the reward becomes pointless/worthless.

      PS - Get auctioneer and put in 10 minutes when you log on, you'll have plenty of money in no time. It's not like it takes any real effort.

    9. Re:Gold selling is a good idea by Celc · · Score: 0, Flamebait

      The only reason why these companies should be pissed is because it saves the users time, thereby possibly shorting their monthly subscription.

      Yeah, I only pay for two days of my monthly subscription.

      It smells alot like sudden "morality" of gambling, sex, and drugs. Governments don't want you to buy it unless you're buying it from them. Then it's A-Okay

      I wish my government would sell me sex and drugs, it's quite frustrating and highly inneficient having to troll 4chan to figure out where the back channels are. Judging from your insight, I guess the first step is to replace our current one with a game company.

      Also,
      Your moms A-Okay.

    10. Re:Gold selling is a good idea by MozzleyOne · · Score: 5, Interesting

      Because if you could do that, anyone could have anything they wanted whenever they want it, and that's what makes a game shitty.

      But gold doesn't get you everything you want, even now. MMO's almost never let you just buy the best items from gear. The only 2 avenues to getting the best gear in WoW are raiding and PvP - there are really no good items you can just buy. If you dumped 500,000 gold on my WoW character now, the only thing that would change is I would stop having to farm gold. My character wouldn't be better, no-one else would be affected - I'd just have more fun. Imagine if no-one needed to farm gold - you could just log on and start doing what you wanted to do.

      PS - Get auctioneer and put in 10 minutes when you log on, you'll have plenty of money in no time. It's not like it takes any real effort.

      I don't want to put in 10 unfun minutes when I log in. I don't want to NOT have fun when I play a GAME. I want to log in, have fun and then log off. Why do we need to do unfun things before fun things in MMO's? I do things I don't like in order to get things I do like in my everyday job. There's no boring, unfun grind in FPS or RTS games before you can start having fun.

      --
      Ayjay on Fedang
    11. Re:Gold selling is a good idea by guyminuslife · · Score: 5, Insightful

      I actually think one of the reasons why WoW is popular is precisely because it's mostly boring.

      Imagine if the game were all about instances and non-stop PvP. You sign in and it's like, oh, Unreal Tournament. That's the fun stuff, right?

      There's enough of that to "reward" you for playing. But of course, that's all spaced out over a lot of tedium. Most people playing WoW are bored most of the time they're on it.

      The tedium is essential because it means you start getting attached to menial stuff. You go into guild chat and have SUPER-DRAMA over who gets which raid spot and why did that hunter roll on that shaman gear. The tedium is necessary, of course, as a step in the direction of uber-ness, to get your quest or your experience or your crafting materials or whatever. And so at first you tolerate it. And then you get used to it. And eventually you depend on it.

      Like playing the slot machines; most of the time you lose, but you win often enough that you just have to keep putting in quarters.

      --
      I don't believe in time. It's a grand conspiracy designed to sell watches.
    12. Re:Gold selling is a good idea by Razalhague · · Score: 2, Insightful

      You're taking advantage of people who don't know what things really should cost.

      Different things are of different value to different people.

    13. Re:Gold selling is a good idea by Anonymous Coward · · Score: 1, Informative

      Even though it won't be as good as T7, T7.5, or whatever the heck gladiator gear is available this season, you can get some pretty decent stuff by purchasing the materials and finding a trustworthy smith/tailor/leatherworker/jewelcrafter/enchanter. In fact, one of the better maces in the game, is a player made item, the hardest part is obtaining the titansteel.

      Of course, there are mounts to be had for achivements, and life is a lot easier with riding skill maxed out.

      Gold is definitely an important part of WoW's economy, and having a fast mount to run around areas such as Storm Peaks (with Ulduar coming out soon), Icecrown, and other places makes it actually fun.

    14. Re:Gold selling is a good idea by Anonymous Coward · · Score: 1, Interesting

      Perhaps wow could introduce a new class that wasn't able to use any gear. It could be a monk or something. Players choosing this class could avoid farming gold, becuase their abilities would depend on XP.

    15. Re:Gold selling is a good idea by Alarindris · · Score: 1

      Wow, someone thinks -1 = disagree tonight.

    16. Re:Gold selling is a good idea by Wildclaw · · Score: 1, Insightful

      No. It is just proof that a good percentage of the population have no moral objections to cheating.

      Since the beginning of multiplayer gaming, maphacks, bots and other cheating devices have been created to serve weak minded losers. It has nothing to do with wether the game is fun or not.

      If there is a way to gain an advantage by cheating, a certain percentage of the population will do so. How large of a percentage depends on the type of people in question, but I would wager that it is largely dependent on the behavior of leaders and public figures as well as cultural pressure.

    17. Re:Gold selling is a good idea by JAlexoi · · Score: 1

      I used to do what you still do. And let me tell you - that is NOT a game, it's a job. Admittedly, some stock brokers call their job a game.

    18. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      1. It's unethical to take advantage of other people's weaknesses.

      2. It's ethical to violate some company's TOS.

      I don't see anything contradictory in those two statements. The first statement values compassion, the second one doesn't value a game's rules. I disagree with the second one, but it's not contradictory.

    19. Re:Gold selling is a good idea by Alarindris · · Score: 3, Insightful

      Fair enough.

      But you seem to be suggesting that I contact players to let them know their auctions are too low. They put the price on it, that's what they want to sell it for. I'm buying something from them, not stealing it. It's not unethical at all. Claiming it's unethical is just silly.

    20. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I used to win railroad tycoon (don't remember exactly what version) just by buying competitors stock, and see them skyrocket. I didn't need to do any of the boring micromanagement parts dealing with trains and tracks, and I could bankrupt my competitors just by destroying their company after they margin buy stock in their own company. Believe me, it's a game to some people. YMMV.

    21. Re:Gold selling is a good idea by smallfries · · Score: 5, Interesting

      That's a really good description of an optimal reward-schedule for addiction. Of course, most (all?) people can't distinguish between addiction and fun, hence the huge popularity.

      I tried to find a decent description of this on the web (I remember reading an old analysis of how to optimise the payback in slot machines that went into reward schedules) but failed. This is the closest that I could find. The main point it makes is that tedium is essential to addiction. It serves to highlight the non-tedious bits and space out the rewards randomly. Nice to hear a personal, non-clinical, description of it for a change.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    22. Re:Gold selling is a good idea by AmiMoJo · · Score: 1

      Personally, I never 'grind' gold. I play the auction house and can then do whatever I want.

      In other words, the grandparent is right, large parts of the game are so boring you prefer to spend real money buying gold so you can avoid playing them.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    23. Re:Gold selling is a good idea by Alarindris · · Score: 1

      No.

      In other words:

      1. I don't buy gold.
      2. I don't farm gold.
      3. I have enough gold to play the game.
      4. You don't have to farm gold either.
      5. Profit?

    24. Re:Gold selling is a good idea by fractoid · · Score: 1

      Hm... I'd argue that tedium (or rather, significant time investment required to achieve certain things) is important because that's the only way to really give real-world value to items. If an item is too easy to obtain, then it becomes worthless.

      Witness the honour PvP gear during Burning Crusade - it was pretty easy to build up a full set of gear as good as anything you could get from 5 or 10 man raids, so *everyone* had it. For most roles the gear was so good that it made most of non-raid PvE gear completely obsolete.

      All you had to do was spend 100-200 hours in battlegrounds for your full set of gear, which ended up making it obligatory to spend that time in order to begin being competitive. There was also an epidemic of AFK bots, making battlegrounds frustrating for people who did want to actually earn their gear.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    25. Re:Gold selling is a good idea by Chris_Jefferson · · Score: 4, Insightful

      How many people do you think would pay extra money to get an extra queen in chess? How many people would pay to get some more "e"s in Scrabble, even when just playing with friends, if they wouldn't get caught? People like to be the best, and lots of people want to do it without skill or work.

      --
      Combination - fun iPhone puzzling
    26. Re:Gold selling is a good idea by Anonymous Coward · · Score: 1, Insightful

      No, you wrong!

      In other words:

      1. I can't buy gold; TOS violation + Poor.
      2. I hate farming gold because of the ruined economy, but sometimes I have to because everything is so expensive.
      3. I don't have enough gold to play in the inflated economy.
      4. See #2 above.
      5. Thinking of quitting MMO's.

    27. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Yeah sure, whatever justifies spending hours a day on gaining imaginary money.

    28. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      same reason why we need to have poor people in the World.

      Since most MMOs have some sort of crafting system, the crafter will distribute the created goods by charging credits. If every player had unlimited amounts of credits or if he/she would be able to earn the required credit in a few minutes then the item would have no in game value.
      It also takes some time craft the big items so the crafter would be running around like a mad man trying to keep up with sales.

      High prices are a form of control, they ensure that valuable items are not sold too quickly.

    29. Re:Gold selling is a good idea by Tridus · · Score: 3, Insightful

      In other words, you want to play a game that has no economy whatsoever.

      That's fine. It means WoW isn't actually aimed at you. Instead of cheating, go play a game that plays the way you actually want it to.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    30. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong.

      You must have a lot of issues with ebay, craigslist, yardsales, fleamarkets, and just about any other human endavour where goods exchange hands...

    31. Re:Gold selling is a good idea by Alarindris · · Score: 5, Insightful

      But gold doesn't get you everything you want, even now. MMO's almost never let you just buy the best items from gear. The only 2 avenues to getting the best gear in WoW are raiding and PvP - there are really no good items you can just buy.

      Thank god for that.

      If you dumped 500,000 gold on my WoW character now, the only thing that would change is I would stop having to farm gold. My character wouldn't be better, no-one else would be affected - I'd just have more fun.

      Problem is, you are able to then spend less time than everyone else to get X piece of gear from X boss. You could say that the only real MMO currency is time spent playing. A certain amount of effort needs to be put in to achieve any goal.

      Why don't they get rid of health and death? I don't think that's fun at all! I want to have 100% fun all of the time! Get rid of quests, why can't I just start at 80? I don't think leveling is fun either!

      "Nothing in the world is worth having or worth doing unless it means effort, pain, difficulty... I have never in my life envied a human being who led an easy life. I have envied a great many people who led diffcult lives and led them well."

      -Theodore Roosevelt

    32. Re:Gold selling is a good idea by mwvdlee · · Score: 1

      "Oh, but see you are avoiding playing the game!"

      No, I AM playing the game. I'm sorry you couldn't figure out a way to do it too.

      No, you're only playing a part of the game and avoiding playing the boring part.
      The game isn't 100% boring, but parts are boring enough for you to pay in order to avoid playing it.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    33. Re:Gold selling is a good idea by mwvdlee · · Score: 1

      Like playing slot machines, it probably appeals mostly to a certain type of addictive personality.

      I got bored playing WoW about 3 or 4 days into my 7 day trial, and uninstalled it before the trial ended.
      Similarly, slot machines are completely boring to me; you might as well throw a bunch of coins in the air and declare whatever falls back in your hands "winning".
      Everthing you describe as being attractive to the WoW gameplay model is exactly what I don't want in a game.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    34. Re:Gold selling is a good idea by Talderas · · Score: 5, Interesting

      I could use alternate ways to make money, but I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong. And anti-gold farmers complain about my ethics?

      Gold farmers -rarely- just straight up farm gold off of monsters. They use auction houses, they don't just take advantage of people not knowing how much something should cost, but they also have a tendency to inflate prices.

      Take Final Fantasy XI. You don't get much gil from monsters, or from selling items (which makes me wonder how the gil is generated in the first place), but rather you make your money from selling goods on the auction house. In FFXI, gil sellers would camp NMs to get their loot to sell on the auction house for ludicrous prices. They essentially jacked up the prices for most rare loot items. The money they made from selling the items is then sold to players, which is used to buy the aforementioned up-priced item. If the player tries to farm the mob on his own, then he has to compete with the gil sellers (who were good at camping NMs) and other players looking for the mob. When Square finally put their foot down on gil sellers you saw a marked deflation in prices.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    35. Re:Gold selling is a good idea by Hubbell · · Score: 0

      Why have instances and no loot in a PVP MMORPG? Darkfall has neither, huge 10,000+ simulataneous players in the world, full loot pvp, no restrictions, everything in the game (except scale gloves/boots at the moment :( are craftable by players, it's skill based so you don't need to go down x path to be viable, just pick up a sword/board and kill shit, or pick up a polearm and do it, and the more you do it the more your skills raise. If someone steals your kills? Turn around and gank him, problem solved. No cryinga bout OMG THIS GUY IS KILLSTEALING/NINJALOOTING!!!, just take care of it yourself, or help protect those who are being molested in that way.

    36. Re:Gold selling is a good idea by Admiral+Ag · · Score: 2, Insightful

      MMORPGs are in a large part a form of status competition. Being a high ranked player on COD4 matters to some people, but you can't really get there without grinding it. Gold selling allows people to increase their status without personally working for it.

      Competitive games work because you are supposed to be ranked according to a combination of skill and the time you have put in to the game. WoW doesn't really work that way, because even a lot of high level guilds who have really good players have to buy gold to be able to compete at raiding. So the whole thing involves a massive black market of influence that subverts any attempt at making it a fair game.

      To be honest, WoW is pretty comical. It isn't so much a fantasy world, as just another version of the real world transferred to the virtual realm. It has a social hierarchy, bribery, corruption, nepotism, gold-digging, cheating, rudeness and a lowest common denominator sense of manners. I used to think that Azeroth was a terrible place, but then I started looking at the real world as though it were an MMO and it turns out that it isn't that much different from Azeroth (except real women look more like dwarf women than the "human" females of Azeroth).

      WoW is proof that human beings are never going to create a worthwhile society, because they can't even create a decent virtual one, even with the vast amount of control that entails.

      --
      "by that I mean people who don't sit on slashdot all day wondering why everyone else isn't building robots" DECS
    37. Re:Gold selling is a good idea by JaredOfEuropa · · Score: 1

      There's enough of that to "reward" you for playing. But of course, that's all spaced out over a lot of tedium. Most people playing WoW are bored most of the time they're on it.

      That's an interesting notion, but I think it is only a small part of the puzzle. Different people play MMOs for different reasons, but one important element is the social aspect, don't overlook that.

      Sitting in a bar knocking back beers by yourself is boring. Weeding the garden is boring. But do it together with a friend or two and suddenly it's a great way to spend a few hours. Same for MMOs: grinding for gold and resources is boring (though it can be therapeutic in a way...), but if you get to chat with your guild mates at the same time, you're having fun anyway. And unlike games such as Counterstrike, MMOs give you ample time to have a chat, and do something meaningful (in game context) together at the same time.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    38. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I completely agree. MMO designers continue to
      cheap out on content, so mindless grinding is
      required to get anywhere.

      Given the choice, I'll grind my real job and have
      fun in my FUN time.

    39. Re:Gold selling is a good idea by Krneki · · Score: 1

      Couldn't agree more.

      And anyway soon it will be impossible to tell who is behind the PC, a human or AI.

      Just check what progess Glinder is doing.

      Boring game parts = bots and gold sellers.

      --
      Love many, trust a few, do harm to none.
    40. Re:Gold selling is a good idea by sarahbau · · Score: 1

      I never farm gold and I always have enough money for whatever I need (key word here is 'need'). You can make a couple hundred gold in a clear of Naxx, and 50g easily in a heroic. That's not even counting any easily sellable items you might pick up like Frozen Orbs. The only things in the game that really cost a lot are items you don't need - mammoth mounts, crafting professions (the mats for any crafted item always sell for more than the item itself), BoE items you'll replace on your first heroic run, etc.

    41. Re:Gold selling is a good idea by grumbel · · Score: 1

      The solution to goldfarming should be to find out why earning gold in the game is so bloody tedious and focus your design efforts on making the game fun to play. Games are supposed to be fun, not a second job.

      Different people have different needs, so I doubt that you will ever make everybody happy in a MMORPG. Some just don't have the time for it, while others like to spend endless hours in the game. Proper business man solution would of course be to simply make the gold farming an official part of the game and just officially sell the gold, so that the game company is the one getting the money, not some chinese farmer.

    42. Re:Gold selling is a good idea by Anonymous Coward · · Score: 1, Insightful

      TR is rolling over in his grave. To think someone would actually twist his quote to mean sitting on your ass munching Doritos and downing Red Bull while you click buttons on a mouse. Oh, the pain and difficulty...

    43. Re:Gold selling is a good idea by master_p · · Score: 2, Insightful

      But in most games reward comes from achieving the game's goals. I haven't played any MMORG, but it seems like those games don't have so much content and therefore reply on a monetary/gold system for rewarding players.

    44. Re:Gold selling is a good idea by Alarindris · · Score: 0, Flamebait

      I'm guessing you played an MMO, sucked at it, and quit.

      Let's take a body-builder for example. That would be pretty damn tough to do right? Nope! It's just picking up weights and putting them down!

    45. Re:Gold selling is a good idea by rpillala · · Score: 1

      Actually it's the fact that most people don't speculate on the AH that allows you the profits you're getting. So, you shouldn't be sorry that the GP hasn't started that.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    46. Re:Gold selling is a good idea by bahstid · · Score: 4, Funny

      I enjoy throwing a party, but hire a maid to clean up before it.

      Not coming to one of your parties mate, I prefer the kind that needs cleaning after!

    47. Re:Gold selling is a good idea by aurispector · · Score: 2, Insightful

      The mere existence of an aftermarket for game gold is clear indication of the desire among many (and perhaps most players) to avoid the entire gold-making portion of the game. Raiding is fun, grinding and auctioneering are not - for a significant percentage of players. The amount of daily effort required to grind out gold for basic raiding necessities certainly killed it for me.

      Blizzard, etc., fail to acknowledge this and people simply take matters into their own hands via the black market. Real world governments that over-tax their people do the same thing-they force the market underground.

      Blizzard could completely eliminate the farmer problem overnight simply by the creation of an official pay-for-gold market. This would undercut and eliminate the professional farmers by allowing a "legal" place to buy gold. Normal market forces would apply and resource prices would accommodate - if resource prices rise resource farming becomes more profitable, too. Blizzard, rather than anonymous farmers, would profit and everyone stays happy. Problem solved.

      --
      I have mod points. The reign of terror begins now.
    48. Re:Gold selling is a good idea by sherriw · · Score: 3, Insightful

      I'm suddenly glad I never tried WoW. Your description sounds like some kind of virtual hell.

    49. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      As someone who will willfully cheat in just about any game, even to gain a competitive advantage, You are missing out on one of the larger factors. Cheating is fun. Warphacking etc, is not. Automation and or hacking up interface is. I never fully crossed the line into full scale automation, that felt too immoral. Anything that allows you to cheat interface without doing something blatantly wrong (warping, around, spawning items from nothing, etc) is just good fun, no one gets hurt but the people who don't have the capability of doing it themselves, which is why im a big fan of the industry trend to start building in their own automation engines.

    50. Re:Gold selling is a good idea by Hieyeck · · Score: 1

      There simply needs to be a balance - find out how much gold bored teens can grind in an hour and scale the price of gold to how much the average teen gets paid working part time. This prevents the vast majority from using their money buying gold, while allowing people who work real jobs and have real life commitments to enjoy the same experience. I.E. 200Gold/hour grinding should mean 200Gold at $10.

    51. Re:Gold selling is a good idea by DrgnDancer · · Score: 1

      Just like in real life you can never have enough money in these games. People sometimes buy gold to avoid the "boring" part of the game, but in actual fact gathering gold could be an activity as fun and rewarding as sex and people would STILL buy gold. Because even though they love the Hell out of the process of earning it for themselves, they still want more than they have time to earn. Gold buying, like most cheating, isn't (mostly) about "skipping the boring stuff" it's about having an (unfair) advantage over the other players so you look like you have a bigger e-peen, or occasionally about a person who really doesn't have time to play the game as much as they'd like trying to keep up with friends or family who play more.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    52. Re:Gold selling is a good idea by ruemere · · Score: 1

      Guild Wars: almost no grind, almost no economy, quite a lot of raiding (no massive raiding though - the game is constructed around concept of 8 people in the party), great PvP.

      The game is so different from standard grind-and-level-up MMORPG that quite a few people ignore the game. However, once you sink the teeth in, you cannot stop playing (or returning to it).

      regards,
      ruemere

    53. Re:Gold selling is a good idea by mabhatter654 · · Score: 1

      the point of auctions is that stuff is worth different play value to different people playing the game. Somebody new can have a bag full of something valuable, but are too low in the game to use it, or it may be more beneficial to sell at a loss to get the one thing they need to continue right now.

      The difference between auctions and gold farming is that in auctions people are selling what they played for. Sure other people are "gaming the market" but they are 1)spending their TIME doing that and 2)providing value carrying the objects between auction houses finding people willing to pay. A gold farmer isn't advancing the game play, in fact causing gold inflation for all the newbies and making it take longer to get needed items, making the game less fun.

    54. Re:Gold selling is a good idea by crashumbc · · Score: 1

      But gold doesn't get you everything you want, even now. MMO's almost never let you just buy the best items from gear.

      Last few months of TBC top raiding guilds were selling run. Pay your gold, put someone on follow for 3 hours, get your gear...

    55. Re:Gold selling is a good idea by cml4524 · · Score: 1

      Just like in real life- I enjoy throwing a party, but hire a maid to clean up before it. I enjoy driving my car, but pay someone else to change the oil.

      I swear to god, if anybody on Slashdot ever figures out how to make an intelligent and meaningful analogy, I'll probably drop dead from the shock.

    56. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Damn, I just lost the game..

    57. Re:Gold selling is a good idea by cml4524 · · Score: 2, Funny

      Then quit playing the friggin' game. If you don't like the game, don't play it. Since you are apparently incapable of evaluating your own interests and options, I'll do it for you: go play Diablo. Do you want me to stick around to help you pick out your work clothes tomorrow too, or do you think you can manage that one on your own?

    58. Re:Gold selling is a good idea by mabhatter654 · · Score: 4, Insightful

      the problem is that paying for things in an MMORPG is a legal mess right now. Right now the rules are strict.. your character and items are just "score points" as far as Blizzard and the lawyers are concerned, they have no "value" beyond your fun. Once they start taking real money for Gold it becomes "property" and the things you buy become "property" as well. Second Life has problems with these suits and the courts are pretty fickle right now as the case law is constantly shifting.

      After the property rights issues then they would have to deal with gambling, and taxes, not to mention reporting stolen accounts to law enforcement... see how this gets nasty.

    59. Re:Gold selling is a good idea by bmajik · · Score: 1

      The above 5 sentence conversation is a fantastic compression of Atlas Shrugged.

      You two have just saved slashdot readers 1200 pages.

      --
      My opinions are my own, and do not necessarily represent those of my employer.
    60. Re:Gold selling is a good idea by clone53421 · · Score: 1

      You're taking advantage of people who don't know what things really should cost.

      Not any more than going to garage sales in real life. You're not taking advantage of people who don't know what things should cost; you're taking advantage of people who are willing to sell things for less than they're worth so as to get rid of them quickly.

      For instance, I have an open trade in an MMORPG to buy and sell large quantities of a highly-traded commodity with a difference of 1 coin between my buying and selling price. If you want to sell this good, it takes a day or so for people to buy it at the going price; however, if you're in need of quick cash, it'll sell instantly for 1 coin under the going rate. That's not "taking advantage" of anyone, it's providing them a service. I sell their goods for them; they'll get their payment immediately, but it will cost them 1 coin per item. It's no different from a payday loan service or pawn shop - but my fee is slightly less than 8%, if you do the math. Not altogether bad...

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    61. Re:Gold selling is a good idea by relguj9 · · Score: 1

      Everyone can't play the market or there would be no market.

      So, what we have here is a boring grind-fest unless you find some way to bi-pass the grind, either by being in the small percentage who can profit from the market at the cost of others grinding, by paying others RL money to grind for you, or by other more nefarious means.

      Or, play a game that doesn't require work to attain the entertainment.

    62. Re:Gold selling is a good idea by Rich0 · · Score: 5, Insightful

      You could say that the only real MMO currency is time spent playing. A certain amount of effort needs to be put in to achieve any goal.

      You've hit the nail on the head exactly, but I disagree with your conclusions.

      In my experience people who hate trading of real-world cash for in-game gold tend to be people who have lots of time to play, and not lots of real-world cash to spend. People who like to buy in-game gold tend ot have little time to play, and lots of real-world cash to spend.

      Obviously self-interest dictates that people who have lots of time to kill should want the game to reward time spent above all else. People who have lots of money to spend want the game to value real-world money above all else.

      There really is no "right" and "wrong" way to design a game. Thus, there is no end to arguing between these parties and a huge arms race as people willing to take real-world money will do whatever they can to create in-game advantages for their customers to stay in business.

      I think there needs to be a balance. Games should not be designed so that new players can't expect to enjoy the majority of the game until they've spent 300,000 hours playing it. New content needs to be available at all levels of play. On the other hand, it isn't good for gameplay when some newbie can walk around killing people left and right with an uber-sword-of-destruction that they bought for $19.95 on ebay.

      I think that if you make the game fun and have rewards both for people who have leveled for 18 hours a day and also for those who play an hour a week and don't level at all, then you'll get rid of much of the incentive for farmers.

    63. Re:Gold selling is a good idea by TheRaven64 · · Score: 2, Interesting

      How many people do you think would pay extra money to get an extra queen in chess?

      And yet, you can't. The rules of chess are designed in such a way that it is not possible, for example, to swap your queen for the other player's pawn. You can't go to a competition, play against a queen farmer, swapping all of your pawns for his queens, then go on to play against a normal player with nine queens (I assume; it's some years since I played chess at a competition - or at all, in fact). You can play a handicap game, where one person starts with fewer pieces, but only by consent of both players.

      A well-designed game does not have such opportunities for cheating.

      --
      I am TheRaven on Soylent News
    64. Re:Gold selling is a good idea by relguj9 · · Score: 1

      Trust me, the reward is pointless / worthless anyways. Only through acceptance of this knowledge can you attain enlightenment. God speed and best of luck with your addiction.

    65. Re:Gold selling is a good idea by phulegart · · Score: 1

      Payday loan services are being shutdown across the country because of how unethical they are with their interest pricing. Pawn shops are notorious for selling broken and grossly overpriced merchandise. Pawnshops claim to just be recouping their money that they paid out for the item... but that glosses over the fact that they determined BEFORE they agreed to even take the item, what the grossly overinflated price would be AFTER they had the item. If they paid out less, they would have to recoup less.. but that is not a business model they wish to assume.

      Um.... how can any of us "do the math" and figure out what your percentage is? Sure, you stated that your price is only 1 coin difference... but a 1 coin difference from WHAT price? I mean, if the item sells for 101 and you are paying 100 to people who need a quick fix... that means your 1 coin difference is now... 1 percent? Oh.... if the item you are buying, you buy for 10, because it typically sells for 11... doesn't that mean your percentage would be 10%? So, your data is a bit incomplete.

      I don't understand the need for an Auction house, as opposed to a Store. I mean, I realize there is an "Economy" in the game... but why? Why is there not a store where you go to sell your loot, and where everything was for sale? I mean, the point of the Auction house was two fold... right? It was to be a place where you could find the items you did not want to actually play the game to get, as well as a place for you to find a sucker to buy something from you for more than they should. Well, why can't that be a regulated store? If items are to be allowed to be sold, that must usually be found by playing the game... then why not just sell those items at a store instead? Oh what... that is a bad idea because there would then be an unlimited number of those items available to anyone with the money? Hello... Auction house?

      "play the auction house".... sure... let's all go get on our machines, and load up this fantasy and hack-n-slash game with the magic and the monsters... and then instead spend the time "playing the auction house" like it is the stock market and your kids are starving. It isn't even an Auction house. It is a Flea Market.

      --
      "I love deadlines. I love the whooshing sound they make as they fly by." -D. Adams
    66. Re:Gold selling is a good idea by Koiu+Lpoi · · Score: 1

      Actually, doing those things is akin to running cheat programs or hacks. Buying gold in a boring MMO is completely unlike your two examples. I am only mildly surprised you got modded up, however.

    67. Re:Gold selling is a good idea by gerglion · · Score: 1

      I can think of few RPGs (regular or MMO) where money is not an issue (for at least part of the game). From Final Fantasy VII to Everquest, Disgaea to EvE, Neverwinter Nights to WoW... All require money in some way. Some of them require more grinding than others. Investing time to improve your character(s) is just part of the genre.

      As for partaking in the 'game's economy', in the case of an MMO, this is sort of required. Once you start playing a game that involves multiple people and gives some semblance of choice(items,equipment, etc), an economy is created. It isn't just in MMOs either, trading card games, tabletop miniatures, etc... There will always be 'better' cards, pieces, equipment... People will value said items differently... It just comes with playing such games.

      --
      I know you have come to kill me.
      Shoot, coward. You are only going to kill a man.
    68. Re:Gold selling is a good idea by NewbieProgrammerMan · · Score: 1

      Once they start taking real money for Gold it becomes "property" and the things you buy become "property" as well.

      Yes, and shortly after that the IRS will be wanting me to pay taxes on that epic bind-on-equip drop that will sell for 2000g in the auction house. (C'mon, they already tax barter, why wouldn't they start taxing virtual world gains if they thought they could get away with it?)

      --
      [b.belong('us') for b in bases if b.owner() == 'you']
    69. Re:Gold selling is a good idea by Archimonde · · Score: 1

      "Nothing in the world is worth having or worth doing unless it means effort, pain, difficulty... I have never in my life envied a human being who led an easy life. I have envied a great many people who led diffcult lives and led them well."

      -Theodore Roosevelt

      Nice misquote.

      Couple of points:

      1. TR didn't have in mind *virtual* worlds where the rules are completely artificial and are changed on a weekly basis, usually with editing a line (or two) of code.
      2. "Effort, pain and difficulty" isn't about mindless, time-wasting and boring grind by killing n number of mobs for drop d, repeat that r times per day to get some gold (which this topic is all about) so you can actually spend some time having some sort of fun in the part of the game you actually want to be.

      Games are supposed to be games, and that means having fun while playing. And forget about that ESRB or whatever (here in Europe) stickers on the game boxes, games where you need to grind with no guaranteed rewards, games which are by nature designed to suck you in because of your time investment and similar; there should be big, fat stickers on the boxes reading: May cause severe addiction problems, unsuitable for persons who are still in schools.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    70. Re:Gold selling is a good idea by clone53421 · · Score: 1

      Payday loan services are being shutdown across the country because of how unethical they are with their interest pricing. Pawn shops are notorious for selling broken and grossly overpriced merchandise.

      True, which is why I included my profit margin. I believe it is reasonable.

      Um.... how can any of us "do the math" and figure out what your percentage is?

      You can't... but you could do the math backward, from ~8%. 1 coin is 8% of 12.5. If you really must know, I buy for 12 and sell for 13. This price is down from where it has been in the past; at one point I was buying for 14 and selling for 15.

      Why is there not a store where you go to sell your loot, and where everything was for sale?

      There are stores in the particular game I'm referring to (I'm not actually familiar with the WoW economy), but they buy at significantly lower prices than the going rate (what you should be able to get if you were selling the item to another player). They will buy anything, however: so if there's virtually no player demand for an item, you might have no choice but to sell it to a store.

      If items are to be allowed to be sold, that must usually be found by playing the game... then why not just sell those items at a store instead? Oh what... that is a bad idea because there would then be an unlimited number of those items available to anyone with the money?

      That keeps the economy balanced, though... if the item must be earned, at some point, by actually playing the game, then somebody somewhere will have to play the game to get it. If everyone just wanted to buy the item instead of finding it, the price would be driven up, which would make it more worthwhile to gather that item and sell it. It balances out at some point.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    71. Re:Gold selling is a good idea by clone53421 · · Score: 1

      There's enough of that to "reward" you for playing. But of course, that's all spaced out over a lot of tedium. Most people playing WoW are bored most of the time they're on it.

      Yes, but why do they play? It's quite simple: they'd be more bored if they didn't.

      I know I've personally wasted hours, probably days, boredly surfing the web and chatting on MSN; what's the difference between that and doing what amounts to the same in an MMORPG?

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    72. Re:Gold selling is a good idea by Rich0 · · Score: 1

      No. It is just proof that a good percentage of the population have no moral objections to cheating.

      I think you need to define cheating.

      It seems like the legitimate way to have an advantage on an MMO is to have lots of time to kill. Spending 100 hours per week playing is not cheating.

      It seems like an illegitimat way to have an advantage on an MMO is using your brain to manipulate the game mechanics to not actually have to spend 100 hours to do the same thing. That gets called cheating.

      I think that most talk of cheating is just a way to differentiate between people who have lots of time and those who have some other resource (money, ability to program, whatever).

      My employer pays me to cheat every day. I spend my time automating processes so that our employees can do in 10 hours of investment what our competitors require 100 hours to do. That's just the nature of life... :)

    73. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      And which game is that? They all do it these days.

    74. Re:Gold selling is a good idea by naubol · · Score: 1
      I think it is all perception. You perceive effort, pain, and difficulty not to apply to virtual action, but I think you're misguided.

      There is effort, pain, and difficulty in being a part of a raiding guild. Just because you, or TR, might not value it, doesn't mean it isn't valuable to someone.

      Or to put it another way, there is no stone tablet floating in orbit in our universe somewhere visible to us that enumerates all that we should consider worthwhile.

      Why do 'games' have to be what you define them as? Why can't a game be as serious a hobby as gardening is to some people? Why can't games be a reason for some to live? Do you tell Roger Federer that he's taking tennis too seriously? Or are his efforts equally futile? Or maybe you condone what he does because he makes money and other people are effectively willing to subsidize him to be the best because they enjoy watching him, or whatever.

      Life is supposed to be fun, how about that? And if that means working ridiculously hard at gaming, then why not?

      --
      Reality is a slackware box running on a 386 tucked away in god's sock drawer.
    75. Re:Gold selling is a good idea by naubol · · Score: 1
      This is a good point, but we should realize several things from this.

      You still have to go to the run.

      You still have to work socially with the guild.

      You get the gear late in the cycle.

      --
      Reality is a slackware box running on a 386 tucked away in god's sock drawer.
    76. Re:Gold selling is a good idea by davolfman · · Score: 1

      Actually pawn shops have to charge such a large margin as a risk load to account for the fact that the merchandise might be stolen and get confiscated.

    77. Re:Gold selling is a good idea by SJ2000 · · Score: 3, Informative

      Second Life has problems with these suits and the courts...

      "Problems" as in "Frivolous litigation"... it's stated in the Terms of Service what the Linden Dollar is meant to be and I don't see how text of the terms can be considered illegal, unless you know of some court precedent or piece of legislation I don't.

      1.4 Second Life "currency" is a limited license right available for purchase or free distribution at Linden Lab's discretion, and is not redeemable for monetary value from Linden Lab.

      http://secondlife.com/corporate/tos.php
      I believe you are probably referring to the Bragg v. Linden Lab case in which forced arbitration was ruled out (Also featured on Slashdot). It had more to do with "land ownership" rather than the "limited license right" associated with the "Linden Dollar". The ratio decidendi of this decision has enough significant differences for it to not influence the legal underpinnings of the Linden Dollar, so I'm not really sure about the basis of your opinion unless I've missed something.

    78. Re:Gold selling is a good idea by Blakey+Rat · · Score: 1

      Blizzard has banned people for "playing" the auction house in a way they don't like. For example, a friend of mine saw the AH had 4 stacks of something (let's say runecloth) for sale at 30g a pop. He bought all five, added 3 more he wanted to sell, and relisted them all at 50g a pop. I call that "free market", but Blizzard banned him for this. (Presumably because somebody who wanted runecloth and was closely watching the AH complained.)

      Anyway, point is: be careful.

      The new WOW expansions have made gold mostly useless anyway. It used to be that with enough gold you could deck a max-level character with damned good equipment; now you can't even match the equipment you get from normal quests, and can't even get close to even medium-level dungeon armor sets. I assume this is a response to gold farmers, but as a casual player it's really turned me off of the game, (among other things, like the Arena changes) and I don't play anymore.

    79. Re:Gold selling is a good idea by vertinox · · Score: 2, Insightful

      I couldn't disagree more. The fact that people are paying money in addition to their subscription means that the game is fun or has value to the player.

      Umm... I really disagree.

      Mythic has really shown how you get rid of gold farmers in Warhammer online.

      By making gold (or currency) a moot point in the economy.

      The majority of the game revolves around rewards for either PvP or quests which result in no-drop bound loot which cannot be traded.

      I mean money is still worth some things (like buying mounts and non-essentials), but overall most players are worried about actually playing than grinding.

      I don't like gold farmers either, but I see them as a sign the game is broken and not the other way around like the GP.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    80. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Fine, go back to constant masturbation. Nobody will miss you.

    81. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      In this thread, kids/the worthless with lots of valueless time argue with adults with a job.

    82. Re:Gold selling is a good idea by AuMatar · · Score: 1

      This isn't about selling things. This is about people who "play the auction house"- they look for people who vastly underprice items, buy them, and relist them at a much higher price. They aren't providing anything, they're becoming a middle man and hurting both ends of the transaction while adding no value.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    83. Re:Gold selling is a good idea by c1t1z3nk41n3 · · Score: 1

      See I think things like WoW transcend being simple 'games'. It's a different form of interaction in the real world to me. Playing WoW with my buddies is no different then going to see a movie with them, or hanging out watching tv, or whatever other ultimately pointless use of time we engage in. Second I remember that money has no inherent value. It's just a way to exchange specialized labor. Taking those two ideas into account buying money in WoW with 'real' currency is just like buying a dvd or book. I'm exchanging x hours of labor in the real world for x hours of grinding gold. As it happens I find the prices charged for gold to be absolutely ridiculous so I have no desire to buy any but I don't have the slightest ethical problem with it. MMOs have varying levels of skill, but they universally reward time invested. Choosing to exchange your time for someone elses is not wrong.

    84. Re:Gold selling is a good idea by Bones3D_mac · · Score: 1

      Well, what they could do to fix this, is simply offer a method to automate this process once a day within a few seconds, then adjust for whatever penalties would usually accompany playing that long under normal circumstances, and update the player stats accordingly.

      Since everyone can do it, it removes much of the desire to "cheat" the system.

      --


      8==8 Bones 8==8
    85. Re:Gold selling is a good idea by clone53421 · · Score: 1

      then adjust for whatever penalties would usually accompany playing that long under normal circumstances,

      Obesity, vitamin E deficiency, virginity, ... wait, how exactly would they go about this?

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    86. Re:Gold selling is a good idea by CherniyVolk · · Score: 1

      I don't want to put in 10 unfun minutes when I log in. I don't want to NOT have fun when I play a GAME. I want to log in, have fun and then log off. Why do we need to do unfun things before fun things in MMO's? I do things I don't like in order to get things I do like in my everyday job. There's no boring, unfun grind in FPS or RTS games before you can start having fun.

      "Game" is not just Shoots'n'Ladders. Are you so dumb to think the Stock Market is anything but a Game of similar mechanics? The only thing defining game is the number of decisions and possible outcomes for those decisions. Fun has nothing to do with "Game". You sir, do not really know what "Game" means.

      Since you so closely couple "fun/unfun" with "Game", you sir, do not know what "fun" is either. What is fun? Something that makes you smile perhaps? Anything? Maybe the hot girl with a skimpy skirt is a game; she may not be worth more than the cost of a typical Monopoly game, but she'll have a much higher price tag to pay for her drugs I assure you. No doubt, you'll think that is fun right?

      Instead of using the word "fun", try actually describe a real mechanism you would attribute or foresee might be fun. But you don't know what "game" nor "fun" is, so you can't do that. Why? Because some people don't consider general business a "game" even though it is, and some people might not think contracting some wierd VD from the hot girl in the skimpy skirt as "fun".

      If you don't like what you are doing for your everyday job, then sir that's your problem. Some of us get paid to do what we also do at home on our free time. Maybe we are fortunate, but I just think we are wise. We decided to talk to employers who were paying people to do what we do for our hobbies; what we think is "fun", "enjoyable", "addictive", "appealing". One of them hires us to do said task, and we are "happy"...

      All those meaningless words describing emotions... whatever. Look, discover your own definitions to those worthless words you like to bank on. Use the definitions instead of the words, because the words themselves are inherently and utterly ambiguous.

      Talk about boring unfun grind... it's not the grind. I like killing the npcs, because once a rare drop happens, I am rewarded.... anything else out there that you would no doubt consider fun resembling the same thing? No? Ok, well for one, I never could understand the "grind" in Las Vegas... boy, talk about an endless and unfun thing to do. Wasting your hard earned money for nothing... how could anyone consider it "fun" to give some stranger all of your money one quarter at a time? But you'll consider a night in Las Vegas "fun" right? Yeah, I'm sure you would. This is called being a hypocrite and if not, plain stupid.

    87. Re:Gold selling is a good idea by relguj9 · · Score: 1

      Well said and to add to that, the tedium and competition (even if it's amongst 3 people for something stupid) adds perceived value to something that it is otherwise valueless.

    88. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Retail stores exist for this very reason. Heck, so do garage sales for that matter.

    89. Re:Gold selling is a good idea by Bones3D_mac · · Score: 1

      Ask that one guy from TRON...

      --


      8==8 Bones 8==8
    90. Re:Gold selling is a good idea by relguj9 · · Score: 1

      There's enough of that to "reward" you for playing. But of course, that's all spaced out over a lot of tedium. Most people playing WoW are bored most of the time they're on it.

      Yes, but why do they play? It's quite simple: they'd be more bored if they didn't.

      I know I've personally wasted hours, probably days, boredly surfing the web and chatting on MSN; what's the difference between that and doing what amounts to the same in an MMORPG?

      You don't pay 20 dollars a month for it, for one.

      Also you are, presumably, talking to real people on MSN and probably reading either news articles, learning or laughing at things on the web. All useful in real world social interaction.

      Most importantly, you aren't bound by a very real addiction that has severe negative impacts on your real world interactions, not just by changing how you act (which it does), but making you rework your real world schedule and weekends around the game.

    91. Re:Gold selling is a good idea by relguj9 · · Score: 1

      On the contrary, it is a well designed game for its purposes. Those purposes of which have nothing to do with skill or competition.

    92. Re:Gold selling is a good idea by thesandtiger · · Score: 3, Insightful

      It also assumes that "buying something that was listed below market price and reselling it for a more appropriate price based on prevailing market conditions" is the same as "taking advantage of someone's weakness," which is rather a big stretch - I don't actually see the two as being connected in any way.

      Further, it presupposes that making a profit on a transaction is inherently taking advantage of someone - it isn't. For any transaction to take place, both parties have to agree that engaging in the transaction is worth more to them than not engaging in the transaction. The player listing an item at less than market price essentially said, "I want to sell this item for X price, X being the minimum amount I'd be willing to accept." They may not be fully informed as to the actual market rate for that item, but that is their choice - they're choosing to not gather market information because to them, making whatever they make from selling the item and not spending the time getting an idea of the proper valuation is worth more to them than gathering the proper pricing information and then selling the item for more.

      The only time I could see this being unethical would be if someone posted an item for, say, 50 silver when they meant to post it for 50 gold - that's taking advantage of an error. My policy when I see something that simply must be an error (like a recipe that usually goes for 2500g being sold for 25g) is to buy it, then mail it COD (for the amount I paid) back to the person who posted it with an explanation that I assumed the price was an error.

      Funny enough, the last time I did this, the guy who I mailed it to called me an asshole for sending him something COD, returned it to me, and demanded that I re-send it but not COD or he would report me to the GMs. This was on an item that usually goes for 6,000-8,000 gold mimimum, and he had listed it for 6 gold. Needless to say, I did not send it back, am a little under 7,000 gold richer, and had a good laugh with the GM when I was contacted to explain the situation. I absolutely don't think I was unethical in my handling of the situation.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    93. Re:Gold selling is a good idea by clone53421 · · Score: 1

      You don't pay 20 dollars a month for it, for one.

      $20 is pocket change compared to the monthly cost of internet, phone, cable TV, perhaps a movie rental service such as NetFlicks, etc. I personally wouldn't spend an additional $20 per month on a computer game, but I also wouldn't criticize someone who does.

      Also you are, presumably, talking to real people on MSN and probably reading either news articles, learning or laughing at things on the web. All useful in real world social interaction.

      Nothing really prevents you from doing the same thing in an MMORPG. Heck, I've probably spent my fair share of time both on AIM/MSN and playing RuneScape, and I can safely say that I'm sure I've had some equally pointless conversations on all of them. Main thing is, I was bored, and no matter what I ended up doing to kill time, it probably wouldn't have been very productive anyway. Generally when you're bored, you're either procrastinating about doing things that you ought to be doing, or you have nothing much productive to do and no real desire to find anything productive to do anyway.

      Most importantly, you aren't bound by a very real addiction that has severe negative impacts on your real world interactions, not just by changing how you act (which it does), but making you rework your real world schedule and weekends around the game.

      If it's becoming a problem for someone, then yeah, they should probably try to get more balance in their life. But then, any number of other things can become addicting, too. It's certainly not any worse than gambling; in moderation, I see nothing wrong with it.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    94. Re:Gold selling is a good idea by IamTheRealMike · · Score: 1

      WoW isn't some kind of digital crack that enslaves anyone who plays. I tried WoW because a colleague told me that it was awesome and I should try it. He showed me around the world. I liked the artwork, the game world was cool. But even in that 30-60 minutes of playing, it was sort of tedious. What's more, you couldn't really get immersed in it because of the completely immature chat dialog that filled the world, and due to basic things like lack of collision detection between characters (required but not immersive). I never tried it again - saw no point.

    95. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Exactly... People do this everyday, whether in the stock market or real auctions. There is nothing wrong with it.

      First, it is not the buyers job to keep the seller informed. Secondly, not everyone who is selling for less, is doing so because they are uninformed. Some people just don't want to invest the time it takes to learn what they should sell it for and then try and sell it for that much. Some people may sell for less because, frankly, they would rather just guarantee someone buy it first round, so they could get a bit of cash to play the game some more, and move on.

      I parted out a car recently. I sold almost everything for half, or less, than what it was worth/would normally go for in the used-market. This was mostly because a) I hate dealing with no-shows and low-ballers, b) I was more interested in just getting rid of the car, I don't need the cash that badly and c) my time is worth more than I would get trying to sell it for more.

    96. Re:Gold selling is a good idea by CyberNigma · · Score: 2, Insightful

      yeah I don't agree with his analogy, but he's got a point. I work, have a family and am a veteran so I know what effort is. There's no way someone could convince me that someone putting their hard-earned money into a game to skip to the fun stuff is less of an effort than having the loads of time freely available to 'earn' it in-game. I make six figures and have to manage my time because I do a lot of work and spend time with the family. I compete in the games I play with kids or young adults (many that still act like kids) that have nothing but time on their hands. Who do you think puts in more effort? For what it's worth I'm a guildless (never been in a WoW guild) 25-man geared raid tank in WoW, only because I took a bit of vacation I hadn't been able to take in a while.

      RMT and WoW is a moot point, however since it's explicitly banned in there (which doesn't make it unethical, just makes it risky - people have some really weird ideas about ethics these days).

      If wow allowed RMT for dungeon-set level gear so that people with less time could bypass gearing up for the endgame stuff then all the better. RMT should never allow for end-game gear, but then again you shouldn't be able to get end-game gear just by spending time doing something. It should have always been about skill, something most MMOs have a serious lacking of nowadays anyway. As others have said, two paths would be optimal, as long as neither path is abused.

    97. Re:Gold selling is a good idea by Archimonde · · Score: 1

      Let me clear things up because it seems that people are taking a phrase "hard work" (or similar) in different meanings or just equivocating purposefully.

      Effort, pain and difficulty as:

      (1) a phrase denoting necessary work required to accomplish a goal: eg. defeat a raid boss, defeat another player. "Skill" in lolspeak.
      (2) a phrase denoting unnecessary work required to accomplish a goal: eg. defeat a raid boss, defeat another player. "Grind" in lolspeak.

      I agree with (1) because without it, bosses and other players would be defeated by only pressing one button (this does remind me about some classes though;), totally easy, uninteresting and boring.

      But my gripe is with (2) because mmorpgs have both (1) and, in large amounts, (2) unfortunately.

      That means if I ultimately want to defeat a raid boss I have to not only put effort and learn how to play for that boss/instance (which is completely acceptable and desired) but I have to spend a lot of time farming herbs/ore/gold/enchants/previous instances/etc. The problem is that the latter requires nothing (no effort, no pain, no difficulty, no blood/sweat/tears), "only" time.

      And this is what game companies want. They want for a gamer to spend enormous amounts of time in the game because they want you locked in the game (you don't want to quit because you "invested" so much time in your character(s)) and that means monthly revenue. And of course, you will see much more timesink type of content because it is extremely more easier to produce. I don't want to sound alarmist, but as soon more people are informed that those games have all the effects of psychological addiction the better.

      Lastly, to address your question about the seriousness of some games.

      I have nothing against that. But consider this. At lvl1 in WoW, your hp and mana regenerates fast and your spell casting is fast, your xp rate is huge (levels take only minutes) etc. But as you level up everything slows down. A lot. In even ten levels everything is noticeable slower. At level 60 (and even much sooner) the hp/mana regen is pretty much non existent, 1 xp level can take days to complete etc. With 60-80, all mentioned previously, but even more so. Even by now one is pretty bored doing the kill x scheme, but you always look back at how much time you already invested so you don't want to quit. Then you hit 80 and soon enough you got very bored. But even then you don't want to quit because you invested even more time before. So the more time you invest, the less you want to quit. Well, sometimes you want to quit but by now that char feels like a part of you so you don't want to abandon it. This is what games companies are banking on. Your time becomes their money, and you love it at the same time. Some sort of quasi stockholm syndrome.

      But, what would happen if a lvl1 is faced with the same xp/level ratio as a lvl 79 char? The same long casting speed, the same non existent regen rate? Much more people would quit much more sooner. Mainstream mmorpgs (wow,warhammer,lotro,aoc etc) are all somewhat new. The effect they have on kids/people are not analyzed in a serous manner yet (afaik). But mark my words, in the relatively near future you'll see plenty of stories about game addictions (I mean mmogs here). Now people only laugh about it (they did about cigarettes too). And when you compare that warnings about nudity, violence, profanity etc on game boxes, I just laugh, that is nothing, and I repeat, nothing what game addiction can be.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    98. Re:Gold selling is a good idea by timbalara · · Score: 1

      I think that conclusion is right on. The way I see it, it's similar to using trainers or cheat codes in a single-player game. Some people (Such as myself) would love to experience the fullness and richness of a game, but just does not have 70 hours to devote to it. If cheat codes or a trainer can help me not deal with the leveling up crap and get to the story, it's fine by me. It's the story, not the process you use to get there.

    99. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      the problem with your statement is that in most games you are balanced in-game with those you compete with (except for skill, which is the point of many games - or luck). Even traditional RPGs, you pay the same amount of time with your fellow players so everyone is fairly balanced progression-wise. Almost every other genrea of game is the same way, except MMOs. One of the reason for modern MMOs being different isn't due to the skill requirements or 'fun' factor of the game, it's purely a business strategy. Time > Skill sells longer subscriptions, it always has.

      Here's the thing though, people that have little time but want to play have no problems competing against people with plenty of time so long as they can use their version of the 'time currency' - that is their paycheck, to even the playing field. The problem comes from the other side of the field. Those with plenty of time on their hands rarely want a level playing field. I've been on both sides of the field. again, as I've always said, neither side should be a method for endgame stuff, that should have always been about skill, yet in MMOs it rarely is. and yes, I play endgame in several MMOs, including WoW. I promise you that I put in more effort if I'm able to run endgame stuff with people that spend all day playing wow, having to manange my time between gaming, work, and family. The time I spend in-game has to actually count if I want to get anywhere, someone that plays 12 hours a day can't say that.

    100. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      btw, I realize you clearly stated you have never payed MMORPGs so the latter part was not directed at you at all so plz don't take offense :-) I hope the first part, though, helped give a bit of insight on how MMOs are different than other games. Collectible Card Games such as Pokemon and Magic:TG would fall into a similar category as well if you've ever payed them. they are almost the opposite side of the field as MMOs, though. without regard to skill, assuming anyone can look online and figure out how to get good - a person without money and plenty of time will almost never be able to compete evently in many of those card games as someone with money to spend towards it. The exceptions are digging up decks online and spending the minimum amount to build a specific deck.

    101. Re:Gold selling is a good idea by vux984 · · Score: 3, Insightful

      It also assumes that "buying something that was listed below market price and reselling it for a more appropriate price based on prevailing market conditions" is the same as "taking advantage of someone's weakness," which is rather a big stretch - I don't actually see the two as being connected in any way.

      It really depends. If the vorpal sword of god slaying is "mispriced" where the owner was selling it for 1k instead of 1000k, its unethical to take advantage of it. (Although if you don't someone else surely will... so really the nicest thing you can do is buy it, and then offer to sell it back to him for the 1k error price -- and I've done this for people.)

      However, if the vorpal sword of god slaying is listed at 900k when you know you can sell it for 1000k, its perfectly ethical to buy it and flip it. The original owner was happy with 900k, and perhaps he just wanted to get it out of his inventory quickly, while you may take a couple weeks to make the sale at 1000k.

      Other times, you have players who accumulate random tradeskill stuff that they just dump on the market. And they'll end up selling a rare herb far below market value or something. Again, its not really unethical to take advantage of that. These players really have no interest in doing any of the work to sort out which herbs are valuable and which are trash, and they just throw them into the auction to unload them quickly. On some level you are taking advantage of their ignorance but they are willing partners. They know some herbs are more valuable than others, but they just blow them out because they can't be bothered to sort them, they've accepted that they are selling these below value.

    102. Re:Gold selling is a good idea by tixxit · · Score: 1

      I can't agree. Not all games need to be fun all the time to be enjoyable. Quite often the biggest intrinsic rewards are gained through overcoming difficulties. Something that annoys me is when people just give up in the middle of playing a board game or card game once they start losing. Once that instant gratification of doing well wears off, they immediately dump the game. Delayed gratification is not exclusive to real life; I have enjoyed many "come backs" in poker or monopoly. Sure, losing for a while kind of sucked, but also made it that much better when I won. Even losing, at least you get that great feeling knowing you tried and hung on...

      However, some of these games really are ridiculous. When I think of how much time I spent playing Pokemon as a kid, just leveling up my pokemon, I get angry. I'd just grind my way through the long grass, for 5-6h on end. That is why I still have yet to play WoW and other such MMOs that require countless hours of tedious boring shit, essentially, so you can do more tedious boring shit... Well, back to work I go...

    103. Re:Gold selling is a good idea by AK+Marc · · Score: 1

      It is just proof that a good percentage of the population have no moral objections to cheating.

      There's a house you want to buy. It's in forclosure. You can buy it now for $300,000 from the owner outright. Or, you can wait for forclosure and buy it for a minimum bid of $200,000 (and it's expected to go for the minimum bid or close to it). So, what do you do? Buy it now for $300,000, or wait a month and buy it for $200,000? If I assert that buying it for $200,000 cheats both the owner and the bank out of money you had and were willing to pay, does that mean you are a cheater? Isn't the "morality" of cheating gaming the system to harm others for your benefit? Or, if you assert "cheating" is simply violating the rules, and if you don't break any rules you can never cheat, then I'd claim that a following a TOS is not a "moral" issue. Or would you say that breaking any rule is immoral, regardless of the morality of the rule itself?

    104. Re:Gold selling is a good idea by cbhacking · · Score: 3, Informative

      There's actually a logical solution to the issue of those with lots of time but little money, and those with lots of money but little time, in the same game. In EVE Online, players can purchase game time (PLEX - Pilot License EXtensions) for real-world money, for about the cost of the standard subscription. They can then sell these in game on an open market - monitored by CCP to prevent abuse, but with pricing based on supply and demand - to other pilots (i.e. the ones with the time to make in game cash). Everybody wins - if you like playing a lot, you never have to pay for your subscription. If you want to be able to sign on at any time, buy a battleship, get into a huge fight, log off at the end, and do it again whenever you get the chance... well, you can do that too, and the game sanctions it.

      --
      There's no place I could be, since I've found Serenity...
    105. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      other than spending real-world 'earned' cash... there's not really a more direct to place real-world value on something than buying it with money. If there were skill involved, then that's a different story because then you are comparing yourself to someone else as in a traditional game. Time isn't skill though.

    106. Re:Gold selling is a good idea by relguj9 · · Score: 1

      I was making no criticism of the 20 dollars a month spent, just citing it as a difference.

      If you aren't addicted to the MMORPG and have fun playing it, then grats to you. I personally have gained very little "enjoyment" from MMORPG's aside from the addiction. Denial is part also part of the addiction and it's easy to come up with a thousand reasons why you aren't addicted.

      One being the one you've outlined above, where you wouldn't be doing anything productive otherwise right?

      I'm not here to judge you or tell you if you're addicted or not though. I'm just saying that there is a significant difference between browsing the web and chatting for a few hours and spending hours playing an MMORPG.

    107. Re:Gold selling is a good idea by VeNoM0619 · · Score: 1

      Slightly agree. Although the summary states Jagex lost customers because of that one move. They actually lost many after several moves. Don't get me wrong, they prevented most of the bad things (drop trading, gifting of items, bots, etc.) and are still changing the game to try and fix it, but part of the problem is the game became too kid oriented. Getting muted for a swear word, hell, getting muted because a player mod (yes, one of the people playing the game with you, who doesn't like you for some reason) feels so (this happened to me 3 times, because of my status in the game).

      Since the game has been out for over several years, the kids have grown up, games have changed, technology changed (they still use java clients, but have done a damn good job and keeping it near bleeding edge without direct3D/openGL - I believe, along with the ability to download the game on the fly, as you play).

      MMOs go through peak phases, the same game gets boring after 3-5 years. Not to mention, you piss off veterans by changing things, you piss off new players by not making it "quick for them to level and catch up". Diablo 2 had an interesting fix for this by having a ladder that they wiped into a non-ladder account every so months to keep it interesting. Although re-lvling a ladder character every few months got pointless and unrewarding.

      MMOs would almost need to be re-made from scratch, or to completely change the graphics/interface/gameplay to keep people interested. Cause I can't imagine, like all other games, someone liking to play just Mario for 3 years straight.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    108. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      cheating to me is sitting at home having someone else foot the bill and competing against people that have to work to pay for their game as well as pay for the bills. When you play a session of Scrabble, every has the same number of turns and starts at the same base. When playing chess everyone has the same number of turns and starts at the same setup, and in competitive chess even have equal amounts of time to think about the equal number of turns.

      Even in real-time games, the payers will usually participate for the same amount of time starting at the same base starting point - RTSs are a good example of this as well as sports.

      MMOs don't really fit the same category as most other games because the game proceeds whether you are there or not and your competitors are able to play without you. That's where the person with more time has an out-of-game advantage to the person with less time. That's cheating in many forms - one person has access to more resources that affect the game than a competitor. Time is the greatest resource in most MMOS. Some people have their time resource converted into cash in order to pay bills, therefore they have the same resource, but in a form that is not acceptable to the game.

      there's no cheating, there's breaking the TOS, which is more of a business strategy than an guide on what cheating is. Time > skill sells longer subscriptions. It's the case in every medium - look at tv shows (especially the idea of cliffhangers).

    109. Re:Gold selling is a good idea by tixxit · · Score: 1

      My buddy told me about a guy in one of his college classes... They had a test that was done over the web (but in class). It was marked immediately and everyone did so badly, the teacher told them to take 1h to study again, then come back in and they can all take the exact same test again. Of course, everyone started studying, except for one guy. He failed the test the first time, but decided to use the hour to play WoW instead of study. He failed again.

    110. Re:Gold selling is a good idea by brkello · · Score: 1

      That's not strictly true. There are many items you can buy from auction that are fairly powerful. The best wrist armor in the game is bought with tokens, but are "bind on equip" so they can be sold. Also, the best enchants are fairly expensive. With unlimited gold, you could probably put together a character that was decent enough to raid with. But any time you got a new better item, you always need the gold to gem it and enchant it.

      But the economy seems healthy and not dominated by gold farmers...and that is what is important. FFXI was dominate by gold farmers making it less fun for everyone. The bind on pickup is probably one of the best things Blizzard implemented to counteract gold farming.

      In any game, there are unfun moments. It's unfun to die in FPS's and wait for respawn and not have access to good weapons instantly. It's unfun to have to build up your tech tree in RTS's. You could argue that the ration of fun to unfun might be worse in an MMO, but I enjoy the combat system enough that I really enjoy questing and raiding (with the limited time I have). Yeah, I don't find grinding for gold all that enjoyable. But at least there are a lot of different ways to do it. And I can't really imagine a better system. To some people the economy is the game, so to remove it would kill of the fun for a lot of people.

      I guess that's the point. We all find different things fun. MMO's try to balance it out so that it is fun for the most number of people. So there are going to be parts of the game that one person loves and another finds tedious.

      --
      Support a great indie game: http://www.abaddon360.com
    111. Re:Gold selling is a good idea by brkello · · Score: 1

      Yet ironically, MMO's are more popular and profitable than the games you make. Isn't part of your target market bored teenagers? Maybe you shouldn't be so disdainful of them.

      Gold farmers are going to exist no matter how exciting a game is. There are always people who will want to pay real money to get an edge in the game. Particularly the type of person with more money than time or the full-on competitive addicts. So using gold farmers as a metric on whether or not a game is good or a grind isn't accurate. If your games were subscription based with a persistent world that (at least attempts) to prevent cheating/hacking...it wouldn't matter how "fun" you made it, there would be some form of gold farming in it.

      --
      Support a great indie game: http://www.abaddon360.com
    112. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      as I mentioned above, a person living on someone else's dime, being able to play most of the day is an in-game advantage to those that don't. Time is the biggest resource in modern MMOs. Those with 12 hours to spend on a game competing with those that only have a few have an in-game advantage. Most games balance advantages between people, MMOs don't. In essence people with lots of time are uber only because the people they compete against (players with no time) are handicapped.

      If MMOs were about skill, then that would be an entirely different story, but most are not. most games don't let you continue to play while your opponent is not in the game and still compete against him. Magic:TG is a godo exampe of the opposite end, no matter how much time you have if you don't have the money, you're at a disadvantage to those that do have the money. There's no balance there - but just like MMOs its purely a business strategy, having nothing to do with the 'fun factor' of a game.

    113. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I, personally, have far more real-life cash to spend than I have time to play a game.

      I, personally, do not want to spend more than a token amount of real-life cash on playing a game.

      I, personally, do not want to be screwed over in game by people who are spending real-life cash to change game play.

      I, personally, consider being in groups with under-experienced players playing ebayed characters, having competition for a monster be biased towards those who spend real-life cash, have competition for groups via gear quality be biased by real-life cash, or having the game economy be warped and shifted, all to be ways in which gold farming and gold purchasers can make my game-play worse.

      I, personally, support creating servers for people who want to spend real-life cash to buy goods, as this will reduce the number of such problems I, personally, will experience on non pay-for-play servers. The downside is that this then generates an incentive for the makers of the game to warp the game towards being funded by people paying real-life cash, which is likely to make the game worse of me over time. I, personally, do not know if this will be a net good or a net harm.

      I, personally, similarly object to games in which you can purchase items that increase your character's power, as this generates a similar incentive for the developers to change the game to encourage people to spend money on that kind of thing.

      I, personally, want a game with a self-contained economy, in which the game play is optimised around in-game incentives, not external trade with the real world.

      For some concrete examples:
      Gold farmers camping public-area named who drop monsters in order to monopolize the drop. Without the real-world incentive, far fewer people would chain-camp such named. And the rate the item enters the game-world would be lower. Which means that the drop rate on the item can be higher with the same impact on the game player's net power-curve.

      Even in an instance, if there is out-of-game incentive to spend hours camping it, the drop rate must be lower to maintain the same in-game power curve.

      And the in-game player power-curve is a design constraint on how the game plays.

      Ie, if there is a reason for you to camp an item and sell it, the lower the drop rate of that item must be. Which means that there is less return on investment when _I_ go after the item. And if we compete over the item, it gives you a greater incentive to fight harder (camp it in shifts, etc), reducing my ability to even participate in that part of the game.

      Similarly, real cash farming being incentivized by outside marketplaces means that the ROI on farming gold has to be toned down (either the price of perks purchased with gold has to go up, or the rate of gold drops has to go down), which means any time I spend farming gold has to be less effective at getting in-game bennies in order to compensate for gold farming.

    114. Re:Gold selling is a good idea by clone53421 · · Score: 1

      If I have 1, 2 or 3 hours after work to play a MMORPG, I wouldn't dream of being able to compete with someone who has no life outside the game and plays 8-12 hours every day. The key thing is, however: I should still be able to spend my few hours doing stuff that's fun and appropriate for someone with the amount of time I'm able and willing to put in to the game.

      If a person who plays for 12 hours a day interferes with my ability to play the game and have fun, then the game is flawed IMO.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    115. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      but I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong.

      Ummm AH's only work that way if the game is F'd up or if the goldfarmers have camped all the spawn spots.

      AH's are entirely ethical. For example in one game there is an area that drops a fairly common item, and isn't too hard to get. But you need to be a fairly high level to get there & farm.
      So to someone my level, paying anything for the item is a rip-off. But many lower levels players can benefit greatly from this item, so they will pay a good bit at the auction house.
      In addition, people tend to hang around the AH, and offer to go farm the items for less than the AH selling price.

      The problem is that you have a skewed idea that items SHOULD cost a certain amount. That is just wrong- items SHOULD cost exactly what they will sell for at an auction house, since that is the Democratic consensus of all players.

      But I find it rather interesting (and typical of a gold-buyer) to compare making money off someone's lack of knowledge/skill to making money by depriving other players access to the resource to begin with.

      The "anti-ethical" version of the AH would be to find a critical product, buy ALL of it, and then put it back on auction for MORE. But to compare this to gold-farming you also have to camp the spawns that drop the items & thus prevent the other players ANY means to get it on their own.

    116. Re:Gold selling is a good idea by AuMatar · · Score: 2, Insightful

      Retail stores actually provide value- real goods need to be warehoused and displayed in a location near the purchaser. These needs don't exist in video games. Garage sales are completely different- there's no middle man, its one person selling to someone else.

      And yes, I find many real world businesses highly immoral as well- it depends on whether they add value, and how much of a profit they make on doing so. A few percent for actual value added is reasonable. Large rates or being a pure middleman and just taking a cut are not.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    117. Re:Gold selling is a good idea by semirandom · · Score: 1

      If you were playing a single player game then there wouldn't be a problem. But your not - your playing an MMO with other people, most of who play according to the agreed upon rules. If you don't like the way the game plays, then don't play. Your arguments to the contrary are just rationalizations to try to cover up the fact that you are a cheater.

    118. Re:Gold selling is a good idea by Beezlebub33 · · Score: 2, Interesting

      I know I've personally wasted hours, probably days, boredly surfing the web and chatting on MSN; what's the difference between that and doing what amounts to the same in an MMORPG?

      Or wasted many, many hours reading /.? I've played WoW for a long time now, but I play with people I like, and like to chat with, and I like to explore the world and go on the quests. I think that some people would find it truly boring, but it's fun and relaxing for me. Some people like to knit, or collect stamps, I play WoW.

      I've never understood the need to grind for gold. What do you get for it? You might be able to buy slightly better gear, but so what? So you can kill the monster a little faster? I haven't found that I can't do something that I want to do (an instance for example) or go somewhere I want to go. If I've got a problem (monster X is too hard for my alt shaman), I ask a higher level guild-mate to tank for me.

      The only time I've wanted more money is trying to get a flying mount. I got it eventually anyway, just later than other people did. And I'll eventually get an epic flying mount, but there's no rush.

      --
      The more people I meet, the better I like my dog.
    119. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      In behavioral psychology it's called "variable schedule of reinforcement."

    120. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Retail stores actually provide value- real goods need to be warehoused and displayed in a location near the purchaser.

      Not really. Most goods can be purchased on the internet; food can be bought from restaurants (which do provide a service by actually cooking the meal, doing the dishes, etc; most people don't cook their own food anyway - and no, putting a chicken pot pie in the microwave doesn't count). I bet you could spend a very long time without ever setting foot in a physical store.

      Garage sales are completely different- there's no middle man, its one person selling to someone else.

      A lot of people make money garage-saling and selling the stuff on eBay or similar.

      When it comes down to it, really, it's simple: Could person A make the highest dollar for their goods? Yes. Why don't they? It isn't worth their time to invest that much effort into determining a fair price and finding buyers. So they're willing to sell it to person B for a price that's obviously lower than its value, with the understanding that person B is getting an excellent deal - and quite possibly may want to re-sell the item to turn a profit. If so, it would require doing the same things that person A voluntarily decided to avoid.

    121. Re:Gold selling is a good idea by clone53421 · · Score: 1

      Exactly. I haven't played WoW, but I've played RuneScape. I have more money than I know what to do with; there's not really a whole lot I can do with it (I'm not a paid member, and never have been; but what is a free player supposed to do with 10M coins?). About the only thing I could do with it is spend it on resources so I could train a skill faster - of course it could be leveled for practically free if I spent the time to gather resources on my own - but leveling any of the skills to 99 would still take so long that I'm somewhat doubtful that I'll ever bother.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    122. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      The solution to gold farming is remarkably simple...simply acknowledge that people are willing to pay to avoid the tedious parts of the game and fill that void. Game companies can always undercut the gold farmers on price since they can create gold by simply changing values in their database. Similar to how the Federal Reserve can make money more easily than a business can, the game companies have the same license to essentially print money in their virtual world.

      If gamers have the choice between buying gold from Blizzard in a way that gets billed along with the monthly charge or buying from a third-party at a higher price, people will choose the cheaper and more convenient option. And game companies will make more money or be able to lower the monthly costs to gamers.

    123. Re:Gold selling is a good idea by UnknownSoldier · · Score: 1

      > Why can't I just go about my own game without having to go repeatedly kill things to earn money?

      Which is one of the reasons Wow is such a shitty game -- the ONLY way to level up is to kill monsters.

      One of these days MMO's will eventually grow up and give you XP (and/or Fame) for crafting things. (Yes, technically you can get XP for exploring but good luck with that...)

      --
      "Wow is the McDonald's of MMOs -- millions served but still crap."
        - Michaelangel007

    124. Re:Gold selling is a good idea by Dread_ed · · Score: 1

      "You're taking advantage of people who don't know what things really should cost. That's flat out wrong."

      Let's look at this logically. Person A wants to sell something. They set a minimum number they will take and also have the option to set a price that anyone can but for before the auction expires. Person B wants to buy a specific item so he goes to the auction listings. Once there he sees the item Person A listed at a price he is willing to pay.

      Neither Person A or person B is under coersion, nor are they pressured externally by physical needs or financial obligations because they are selling and buying non-real goods. Therefore it can be said the entire transaction is without compunction or undue influence. Furthermore, the information available to each party is symetrical. In may ways, this is even more fair than most real transactions.

      Now, please explain exactly how Person B is acting unethical by purchasing Person A's item.

      --
      When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
    125. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      in some games they can, in others they are deisgned not to. WoW is a godo example on where it can, Guild Wars is an example where it used to not interfere.

      In WoW I like to do the raids till I don't care to see them anymore. In TBC that was a problem because I didn't have the time dedicated to get geared up to raid and was rejected quite a bit. If we're talking about interfering with fun, then WoW PvP isn't fun to me so that wasn't really an option to grind gear. I ended up slowly grinding dungeon gear up till I get get in and slowly grind Kara gear up. When Wrath came out I took a much needed vacation and went to the top pretty fast since i had plenty of time. By dong that, time's not as much an issue till new stuff comes out since I'm geared like the people that have time.

      If I were able to buy my dungeon sets (which require many dungeon runs and luck) then I could have done the dungeons a few times, then gona and started raiding much earlier without having to grind up there. It wouldn't have affected any of the people that spent time. I in essence would have spent the time since I worked for the money.

      It's just the same with CCGs which benefit people with money over time - no fix I can think of for that except doing Booster Drafts, which limits the money advantage.

      It turns out I was pretty good at raiding and didn't know it. I would have never known had I not taken that vacation before and after Wrath came out. I was able to start raiding TBC, then play Wrath when it came out and start raiding there. I even get quite a few invites when I'm online to main tank for guilds that need one.

      trading my money for time would have made it that much more fun. I don't feel I 'earned' my gear in Wrath just because I had much more time during my vacation than normal players. In fact, it felt kind of awkward, not quite like cheating, but not something to brag about.

      combining the two, done right, won't hurt anyone, even the kiddies sitting at home playing.

      in Wrahammer and Guild Wars this isn't really an issue, nor is it in Runes of Magic.

    126. Re:Gold selling is a good idea by GNUbuntu · · Score: 1

      If the vorpal sword of god slaying is "mispriced" where the owner was selling it for 1k instead of 1000k, its unethical to take advantage of it.

      Why is that unethical? If they are getting the price that they wanted, why is it unethical to pay that price?

    127. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Nice to hear a personal, non-clinical, description of it for a change.

      This is a fundamental human issue.
      To know pleasure you need pain. To have something remain fun it needs to be offset by something that is boring. Only through opposites can humans experience life, it is how we work.

      I read a rather interesting article regarding the link between these cycles and gambling addiction.
      Basically, it all ties in with our risk vs. reward system, and expectations based on previous rewards.
      The human mind links them together, thus creating the "addiction". The major difference (and why online games are not addicting in the same manner) is that with gambling, past rewards have nothing to do with future rewards. In games, you DO have an ability to influence the outcome.

      The only real difference between addiction and fun is that addiction implies a reliance upon something. So anything which is fun, or otherwise pleasurable, is potentially "addicting", at least in the habitual sense.

      This is true of all things in life; games, work, drinking, religion, politics, sports, excercise, sloth, you name it.

    128. Re:Gold selling is a good idea by harl · · Score: 1

      (which makes me wonder how the gil is generated in the first place)

      When you buy something from another player the gil is not destroyed. The total amount of gil keeps getting bigger. The gil is just passed around.

      Farmer sells item on auction hall to get gil
      Farmer sells gil.
      Farmer sells item on auction hall. (maybe gets back the exact same gil that he sold since the player bought the gil to buy the item)

      --
      I find being offended by me offensive.
    129. Re:Gold selling is a good idea by cml4524 · · Score: 1

      you cannot stop playing

      Funny. I stopped playing about a year ago because I ran out of things to do (except grind for EotN rep, titles, and prestige armor) and the game is no longer being actively updated.

      Not to mention there's no raiding at all. A group of 8 engaging in "elite" content that can often be solo'ed by a clever player is not a "raid". It's a normally sized party of 8 people playing slightly-harder-than-usual content.

      It's also very much the same as other MMOs. You click an enemy to start to autoattack, then you click skill icons in succession until someone dies. The only major difference, combat-wise, is that you magically forget about 250 of your skills the instant you leave a town or outpost, restricting you to only eight.

      I liked Guild Wars. Good game. But it's no WoW or LoTRO or EvE. They're just now expanding bank tabs to beyond the paltry bit you get by default - and you still have to share your bank among all your characters. The content is much shorter, there's much less interaction between players since the only place you even see other people outside your party is in the glorified chat rooms they call towns, the crafting system is practically non-existant, customization is limited, and the community is absolutely awful. Hell, there isn't even a z-axis so you spend most of your time running around on pre-created paths like it's a rail shooter.

      Guild Wars is a fine game in its own right, but in the world of MMOs, it has very little to offer compared to the standard-bearers.

    130. Re:Gold selling is a good idea by harl · · Score: 1

      What legal mess? You and Blizzard signed a binding legal contract stating that you are paying for a service and you own nothing.

      Your assumptions about ownership and property are completely irrelevant due to this contract.

      IRS taxing "in game" assets? They can go talk to Blizzard since they own it all. Imagine what the tax on all the WoW gold in existence would be? More afk cash than Blizzard has is my guess.

      --
      I find being offended by me offensive.
    131. Re:Gold selling is a good idea by bensode · · Score: 1

      Vanguard tried something like that.

      Vanguard throws in a diplomacy mini-game played through cards aquired through diplomacy questing, crafting and mob drops. Kind of an interesting sub-game thought it's a shame that Vanguard has intense system requirements to really enjoy it.

      --
      "Keep at least 3-6 full bottles of hard alcohol on hand, a 2 week resignation notice,..." - Poetmatt
    132. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Because they didn't want 1k, they pushed the wrong button?

      Like the time I entered 20,00 instead of 20.00 as my eBay bid (gah, the comma is the decimal separator in Germany...)? Yeah, fortunately it didn't go any higher, because eBay thought I meant $2000 (or was it $20,000, I can't remember) - and it wouldn't let me revoke the bid by the time it showed me the price that it thought I'd bid...

    133. Re:Gold selling is a good idea by GNUbuntu · · Score: 1

      Because they didn't want 1k, they pushed the wrong button?

      Well if they didn't want 1k or they pushed the wrong button then they can easily cancel the auction and re-list it. WoW has always given you that ability.

    134. Re:Gold selling is a good idea by murdocj · · Score: 1

      Why should I have to get gold to goto dungeons? Why is partaking in the game's economy so necessary? Why can't I just go about my own game without having to go repeatedly kill things to earn money?

      Answer: you don't have to get gold to go into dungeons. WoW has had a number of changes, like the limit of elixirs that can be on you to 2 (or 1 flask) and the daily quests, which yield large amounts of gold in a short period of time, so that the need to do anything special to get gold has gone away. I never "grind for things".

      Now, if you are convinced that you must have the best gear, the best enchants, the best stats, the highest ranking on the dps meter, then you have to earn that stuff, and that may require grinding, whether for reputation, gold, or simply trying to get a drop. But if you just want to have fun for a few hours, there's no need to go through a painful grind. Maybe an hour or two a week of doing dailies, plus the gold you get from selling junk from dungeons, easily will pay for repairs, food, etc.

    135. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      It would be hard to balance:

      If the DPS were on par with well geared players, people would whine about class balance and how their hard-earned gear is meaningless.

      If it were lower than well geared classes, nobody would play it, and keep on their FOTM classes.

    136. Re:Gold selling is a good idea by Warhawke · · Score: 1

      Gold farmers -rarely- just straight up farm gold off of monsters. They use auction houses, they don't just take advantage of people not knowing how much something should cost, but they also have a tendency to inflate prices.

      Mostly not true. Auction houses are volatile and, though generally predictable, don't deliver a guaranteed quantity. While this myth is perpetuated based on the axiom that it's easier to make gold when you have gold (e.g. buying up all of an auction house item then reselling at a premium), this method isn't actually what happens. Gold farmers are generally despised by developers not necessarily for their irritating spams but more for their effect on the inflation of a game's economy. This inflation occurs because gold is an infinitely farmable resource - more money is introduced into an economy than there is being drained out through various effects like repair bills, auction taxes, and gold sinks. If gold farmers were farming gold through an auction house, they would not be contributing to economy inflation because their profit comes from other players and not the NPCs, meaning that the player-side net gain is 0. Furthermore, gold farmers would be suffering from that same lack-of-scarcity; assuming a gold farmer bought all of item X and resold it at, say, twice its value, there would be no way for the gold farmer to maintain a monopoly over product X because product X is (at least statistically) available to go farm and then be resold at normal value. While gold farmers can attempt to monopolize at the source by strip-farming NPCs, there is no guarantee that a farmer will be able to do this successfully.

      The vast majority of gold farming gold nowadays comes not from in-game exploitation but through hacked accounts. World of Warcraft, for example, has seen a number of phishing e-mail scams that prompt a user for their login information. The only purpose of those phishing scams is to strip a player of all items and gold, which can then be turned over and sold to a gold-buyer. The gold farmers have become much more efficient and ellicit in the wake of increased pressure from developers.

    137. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      You forgot repairs (even a single death once you get Naxx25 gear ain't cheap, usually 10-25 gold, a complete armor smashup, or a tank's repairs will cost 100-200g.)

      Potions/elixirs/flasks are important. Guilds keep or boot people on what recount shows as results, so you have to be doing 2500-3000 damage sustained from the second the spider patrols are pulled until Kel pops his top with no excuses. If someone drops below 2K for even reason, there are a ton of DKs ready, willing, and able to take that raid spot. Ulduar will be even worse, because you either are doing 3K DPS from the second you get in to when Yoggie dies, or else your guild will find someone that does. Of course, healers and tanks are exempt from this, but healers have even more pressure, because if they let some DPS die, the raid may wipe on a mob with a tight enrage timer.

      You also forgot that some things are important to have that cost cash: Epic flying means you can get around Icecrown and SP without chasing the nearest flight paths. This saves 10-20 minutes trying to get to Naxx for a raid if you are at the ass end of Icecrown doing dailies.

    138. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      And yet, you can't. The rules of chess are designed in such a way that it is not possible, for example, to swap your queen for the other player's pawn.

      Well, yes. That is what the rules say. Just like the rules in a game like WoW say no gold selling/buying.

      To test your theory, I took a pawn from my friend's side of the chessboard, and swapped it with my Queen. Seemed to work just fine to me.

      You can't go to a competition, play against a queen farmer, swapping all of your pawns for his queens, then go on to play against a normal player with nine queens (I assume; it's some years since I played chess at a competition - or at all, in fact).

      Sure you can. You just have to expect to get kicked out if you get caught. But you CAN do it.

      You can play a handicap game, where one person starts with fewer pieces, but only by consent of both players.

      Ok, hold the phone- you just said the rules make such things not possible. Now you say the rules can change too. Make up your mind.

      A well-designed game does not have such opportunities for cheating.

      So if I can figure out how to swap, move, or otherwise cheat in chess, without you noticing that I did it, that this is a failing of the rules of chess?

      Fail, sorry.

      The original point is simply that IF someone could figure out how to pay someone off for an advantage, they will do so. And the rules be damned.

    139. Re:Gold selling is a good idea by roman_mir · · Score: 1

      Oh, he just cleans the remains of the previous party, this way after a party is over, he can survive on the leftovers from the party and finding them in most unusual places just adds some piquancy to the situation.

    140. Re:Gold selling is a good idea by mlts · · Score: 1

      Everquest 2 does exactly this. You can get to level 80 in a tradeskill and still have the adventuring level be level 1 (although you will end up level 2-3 just due to discovery experience.) EQ2 also even has tradeskill instances where you or a group can work on making stuff for some NPCs to get loot drops, as well as exp.

    141. Re:Gold selling is a good idea by painandgreed · · Score: 4, Funny

      I agree with the first part of your post, but ummm what? I'm unethical for buying peoples under-priced stuff and selling it for what it's worth,...?

      YES! It's called 'war profiteering'. The Horde and Alliance are at war with each other and you are profiting off the desire by others to bring the war to its rightful conclusion. You are not only not doing your part to support the war but actually hurting it while making money off of it to fuel your own greed. Noobs are priced out of decent gear by people like you and are conistantly getting ganked because of it. Their blood is on your hands!"

    142. Re:Gold selling is a good idea by murdocj · · Score: 1

      Defining "level playing field" as "I can buy my way to the top" just violates my sense of fairness. The playing field IS level. Your character has exactly the same opportunities as mine.

      The question is, why do you think you need to buy something in the game to have fun? I occasionally start a new character to see how the different classes work, and I pretty much always have a good time starting at level 1. If you aren't enjoying the game at level 10, you probably aren't going to enjoy it at level 80, either.

      And as far as "competing", unless you doing player vs. player, you aren't competing with other people. More likely you are cooperating to achieve an objective. If you think you have to compete at who has the biggest sword, that's your problem, not a problem with the game.

    143. Re:Gold selling is a good idea by vux984 · · Score: 1

      Well if they didn't want 1k or they pushed the wrong button then they can easily cancel the auction and re-list it. WoW has always given you that ability.

      You still have to -notice- you made a mistake in order to cancel the auction and relist it.

      Plus there is also the possibility that someone will 'snipe' the item the moment you list it, before you can revoke it. And if you list something for a fraction of its value, it will go almost instantly. Hell... in some games people use auction bots precisely for this reason. (well not specifically to ripoff people, but to try and score any deals that come along.

    144. Re:Gold selling is a good idea by thesandtiger · · Score: 2, Interesting

      Not when you have hundreds (thousands?) of people doing constant BottomScans for bargains. I've fumble-fingered an auction like that before, and by the time I was able to get to the screen that would let me cancel, it had been bought.

      What makes it unethical is that it encourages behavior that is non-optimal for everyone involved. If I take advantage of an accidental bargain and keep the profit, it creates a situation where the person who accidentally sold it might get upset and, depending on how they handle that upset, they might try to get people to harass me (I've heard of people being kicked out of guilds for dumber things). I might be amused by their responses (like the guy who essentially told me to fuck off despite the fact that he was losing something like 20 silver in order to recoup at least 6000 gold from his mistake), but some people can be incredibly obnoxious, leading me to eventually having to add them to the ignore list, which could lead to situations where I wind up not joining a group with the idiot, and on and on.

      Further, it encourages other people to take advantage of those accidental bargains, leading to the same potential for acrimony, but among more parties, which leads to a generally more annoying environment for people who just don't want to deal with dramahol.

      Oh, I suppose that having a few extra gold can be considered a positive, but really - if stuff you can buy with in-game gold is going to compensate for a toxic atmosphere in the community, why bother playing an MMO in the first place? Clearly the community is not worth much.

      Contrast that with an environment in which, at the least, you'll almost always have someone saying, "Hey, thank you for being a decent person about that" at the least and, in several cases, I've had people send the items back to me (*after* paying the COD to get it back) with a note saying that since I was a decent person, I deserved the item and hey, it's a lesson learned to be more careful. There won't (usually, with that one idiot being the exception) be any acrimony, and who knows, maybe other people will behave like mensches when they have the chance, also. Sure, you don't have the few extra gold, but really - if the other person hadn't made a mistake in the first place, you wouldn't have it anyway, so it isn't like you actually lost anything.

      When one course of action greatly increases the risks of negative outcomes and another is generally neutral at worst but extremely positive at best, I'd say that's pretty much ethics in a nutshell, no?

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    145. Re:Gold selling is a good idea by Alarindris · · Score: 1

      Wrong. I buy items that I only make 1 or 2 gold profit on. Buy 100 though...

    146. Re:Gold selling is a good idea by mlts · · Score: 1

      SOE has tried this on some servers with their Station Exchange concept. It has gone over for the most part like a lead balloon.

      Most gamers don't want to be earning their stuff, only to find they are outclassed by someone who dropped a couple C-notes for the same gear and who doesn't know the class basics in a group.

    147. Re:Gold selling is a good idea by Wildclaw · · Score: 1

      It seems like the legitimate way to have an advantage on an MMO is to have lots of time to kill. Spending 100 hours per week playing is not cheating.

      Simple. If the Terms of Service of your MMO allows it, it isn't cheating. If they forbid it, it is cheating.

    148. Re:Gold selling is a good idea by Alarindris · · Score: 0, Flamebait

      Nothing has inherent value. Nice try though, sorry you were so bad at MMO's D:

    149. Re:Gold selling is a good idea by Bloodoflethe · · Score: 1

      You don't pay 20 dollars a month for it, for one.

      And we spend less money for general entertainment than most.

      Also you are, presumably, talking to real people on MSN and probably reading either news articles, learning or laughing at things on the web. All useful in real world social interaction.

      I talk to real people in my game. I think you need to check what MMO stands for. Laughing at things on the web is roughly the same as laughing at things in a video game.

      Learning things? I learn things from my online friends quite often. I wouldn't know half as much as I do about statistics and native american civilizations (and sociological interaction in general) if I didn't meet a really awesome archeologist in game.

      Most importantly, you aren't bound by a very real addiction that has severe negative impacts on your real world interactions,

      Not everyone gets addicted. For me, it's a great way to relax. I have numerous ways of relaxing, this just happens to be one that I enjoy because of the people. And yes, I have friends outside of wow. Some of them even play with me in game.

      not just by changing how you act (which it does), but making you rework your real world schedule and weekends around the game.

      Everything you do changes how you act. Learn something about psychology and interactions. That's how we are. People will rework their schedule around things they like to do. That's normal behavior. Give me a break.

      --
      "Little is much when little you need."
    150. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      as far as buying your way to the top, you don't think that people sitting at home all day aren't doing that? I'm guessing you've never worked because if you did you'd know how hard time comes by for many people. Time is a precious resource that gets spit up (for luxury/games among other things).

      On your final comment, if nobody's really competing in PvE, then there's no issue with people being able to pay in money instead of time past the grindy parts of the game to get to the fun stuff. Remember, I'm not talking about endgame stuff.. though currently it favors time since most MMos don't favor skill, endgame stuff should always be skill instead of time (repeated raids till you get all your gear) or money (buying endgame gear).

      my character isn't playing btw, I am.. I work. I split up my time. evidently the new generation of kids value playing in a game over working and supporting a family. Some of us see it as a balance, some duty, some enjoyment. In very few games is the playing field set up so that one team or side keeps paying while the other side is off the field/board.

      the first multiplayer games on BBSs understood this and limited playing by either an equal number of turns or time per day. the subscription model of modern MMOs currently favors dragging things out so that the subscription lasts longer, favoring time over skill. eastern MMOs are just the opposite where they favor money over skill since they are either play-by-the-hour or pay for gear (RMT) as time is an even more limited resource.

      truthfully, I've done it. I took vacation and played my way to the top of wow on my server. did I feel I achieved something afterwards (I wanted to see what it was like) - no, because people were pm'ing me that I'd normally pay with asking questions like, do you ever sleep, how do you play so much, etc. I felt like I had cheated to get ahead of them because I knew they couldn't play as much. The bigger issue is demographics. There are so many people that aren't in a stage of life yet where they realize time management comes into play that is makes it difficult for people to see the other side.

      the easiest way is for someone without much money and plenty of time to look at Magic:TG or another card game and think how fair it is (not considering booster drafts), then maybe they'll see it from the other point.

      By the same token, you have just as many opportunities as me if some form of RMT was involved. If we're not competing, no issue anyways. If we are, you can become more efficient in your playtime to stay ahead of me (assuming TIME/MONEY are balanced). If not, then you would have the same opportunity as me to pay for some non-endgame upgrades, then we can both go raiding together at the same progression level. Many raids already limit time - only one run per x days to keep a more level playing field, though it still favors time. Imagine if WoW (for example) had no raid lockouts. the most hardcore raiders would be able to clear their favorite raids every day. Evidently, someone thought that would be a bad idea.. Games have Daily Quests - same idea.

      the old argument "not everyone has that kind of money/job" fits perfectly "not everyone has that kind of time/availability"

      kettle/pot

      buying your way to the top would entail being able to buy endgame achievements/gear, the same as spending X amount of time in a game that rewards time > skill would do.

    151. Re:Gold selling is a good idea by Ifandbut · · Score: 1

      Actually gil is getting destroyed. There is the AH tax/listing fee.

    152. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      btw, the Guid Wars community (can be rough on other games) usually posits a question similar to yours - why do you feel you have to pay a subscription fee to enjoy a game. I do and many people do, but there are many people that go the other extreme and think subscriptions to games are silly. it's just a notch past where your question is. I don't mind, heh I even paid ungodly amounts for wireless phones and cable, but again it's all relative.

    153. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      btw, just to clear up -> I don't feel in its current state there is anything to buy in WoW. One it's against the ToS and not worth getting banned. Two, the only stuff you could actually buy in WoW if you broke the ToS would be bought for gold. None of the endgame content really depends on being geared up through gold. It depends on being geared up by doing instances over and over (pre-raiding gear). Other games are better examples. If wow did oopen it up and allowed RMT for just gold, it wouldn't make a difference endgame as gold doesn't get you there. It would only be worthwhile really if you could buy a pre-raiding or even pre-heroics gear set (kinda like the rep gear from TBC) if you didn't want to re-do instances so you could get in there and raid (or for those people that have never participated in a group in a game - learn to raid).

      specialty mounts are already RMT in WoW - namely WoW:TCG, which again is the same story, opposite side. Warhammer doesn't really need it the way it is setup. Tabula Rasa didn't need it. EVE has it in a roundabout way. Guild Wars doesn't need it, but it comes in handy when starting out PvP (pvp skill pack) or even PvE (skill for heroes). LotRO I don't believe needs it (I haven't needed it anyway).

    154. Re:Gold selling is a good idea by djp928 · · Score: 2, Insightful

      Explain why your first situation is "unethical" and the second one is not. Avoid using terms such as "it just is" or "if you don't understand, I can't explain it." Also, try avoid rationalizing it by assuming you know what's going on in the head of the seller, like you do in your second example ("The original owner was happy with 900k, and perhaps he just wanted to ge tit out of his inventory quickly...)

    155. Re:Gold selling is a good idea by Wildclaw · · Score: 1

      If I assert that buying it for $200,000 cheats both the owner and the bank out of money

      Noone likes word benders. Cheating as used in gaming is a very clear concept, which is to against the rules or sometimes percieved rules of the game.

      And no, you aren't cheating anyone out of money as the rules in the case you mentioned are very clear. You can of course come up with far more fuzzy scenario where you can debate if it is cheating or not. As for the morality of the situation. Discuss that all you want, but it isn't cheating.

      But here we are talkinga bout games that explicity define buying gold as cheating. There is no doubt or unclarity about it.

      Or would you say that breaking any rule is immoral, regardless of the morality of the rule itself?

      True. Rulebreaking and immorality doesn't go hand in hand. But when it comes to gaming which is a selectivly voluntary activity you'll have to work harder to convince me that a specific rule violation isn't immoral. Especially considering...

      Isn't the "morality" of cheating gaming the system to harm others for your benefit?

      Gold selling has wrecked MMO economies. I quit an MMO because of the rampant gold selling, and I am certainly not alone. Goldsellers and Bots are also quite hated if you read most MMO boards.

      Also, if you buy gold nowadays, it is very likely that you directly or indirectly are dealing with account hackers that steal (seems like the right term in this case) gold.

    156. Re:Gold selling is a good idea by aurispector · · Score: 1

      I agree that there are problems, but this is about dealing with an issue that already exists. You can always boot a loser from a group and bound items can't be transferred anyway. Most people would tend to buy "legal" gold rather than risk accounts buying black market gold. Undercutting the farmers would be a HUGE boost to the game because it would eliminate them at a stroke.

      --
      I have mod points. The reign of terror begins now.
    157. Re:Gold selling is a good idea by Golddess · · Score: 1

      You don't get much gil from monsters, or from selling items (which makes me wonder how the gil is generated in the first place)

      Gil is generated in one of three ways.
      1) Comes from a mob (either through dropping gil upon defeat, or a Thief mugging it).
      2) Quests/Missions (Getting Rank 10 gives a ton of gil, though you can only do that three times per character, and if you can solo avatars you're guaranteed to gross 420k a week (10k per avatar, 6 avatars per day, 7 days per week), but traveling's a bitch.).
      3) Selling items to NPCs.

      Given the gil-sink that is Dynamis and Limbus (well, not so much Limbus anymore), it does boggle the mind how we're able to keep doing it twice a week, every week.

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    158. Re:Gold selling is a good idea by relguj9 · · Score: 1

      Nothing has inherent value. Nice try though, sorry you were so bad at MMO's D:

      I'm not speaking philosophically here. The stuff you attain in game and your accomplishments in game have literally zero value aside from perceived value and transient sense of accomplishment by yourself, and maybe a few hundred people on your server to whom it means very little.

      The rewards are essentially meaningless then, so the only thing that matters is the entertainment. This may be an eye opener, but you can have fun playing a game the entire time you're playing it... that's the point, it's entertainment. MMORPG's are just good at convincing you that you need the excessive tedium.

      I won't be responding anymore though. Obviously this is only my opinion and personal experience from MMORPG addiction. I wish you the best!

    159. Re:Gold selling is a good idea by relguj9 · · Score: 1

      Hey, that was all the same stuff I said to myself until I stopped playing for a year. I wish you the best of luck!

    160. Re:Gold selling is a good idea by jeff4747 · · Score: 1

      I don't want to put in 10 unfun minutes when I log in.

      Well, if you want to you can also start auctioneer scanning when you quit for the night, and it will quit WoW when it's done.

      Of course, that's not your real complaint, but there are tools around to automate a lot of the un-fun parts of games....which should be a good indicator to devs of what parts of their games need improvement.

    161. Re:Gold selling is a good idea by jeff4747 · · Score: 1

      It has gone over for the most part like a lead balloon.

      Largely because SOE did a terrible job implementing it and rolling it out.

      However, I was quite happy to make a couple grand selling of all my plat, items and characters when I was done with EQ2.

    162. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I'm a warcraft noob. I know I sell stuff for too little in the market. Please, buy my underpriced stuff! I need the gold, I don't care if I'm selling for 40% less then it's worth.

    163. Re:Gold selling is a good idea by Thuktun · · Score: 1

      In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost.

      Welcome to the real world, enjoy your stay.

    164. Re:Gold selling is a good idea by Fluffeh · · Score: 1

      I don't want to put in 10 unfun minutes when I log in.

      Silly boy, if you got everything you wanted without having to work for it, you would not appreciate it and therefore would not be satisfied with what you have. Want a game where everyone can have the very very best without any real work? Go play D&D Online, and then find out why everyone stopped playing it when they got everything they wanted!

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    165. Re:Gold selling is a good idea by vux984 · · Score: 1

      Explain why your first situation is "unethical" and the second one is not.

      Sure. In the first situation I feel like I'm taking advantage of him, I believe he made a mistake, and I believe he would be upset when he realizes it. In the second I feel I'm not, I don't believe it was an error, and that he will be happy with the price.

      Avoid....

      Sorry.

      Ethics often hinges on empathy.

      The wikipedia definition of empathy is adequate: "Empathy is the capability to share and understand another's emotion and feelings. It is often characterized as the ability to "put oneself into another's shoes," or in some way experience what the other person is feeling."

      In order to determine whether it is ethical to take advantage of the deal, empathy is required. (Along with a bit of common sense.)

      Of course, using empathy doesn't mean you are always right. Suppose the seller really did mean to sell the item for 1/1000th its going rate... perhaps he's wealthy beyond caring, perhaps he's quitting the game...and felt like giving a few people a lucky break. In this case my suggestion of an ehtical course of action was to buy it and then offer to return it for the same low price. If he really did mean to sell it at that price, he would simply reply with a thank you, and assure you that he is happy with the deal, and that you are free to keep or resell the item. So even if you are wrong, there is no harm.

      For some reason you seem to want to characterize it as 'rationalize' or 'assuming you know...' in a perjorative way, and I'm really not sure why you did that. Ethics and empathy go hand in hand. Having a sense of how your actions will impact others is crucial to making ethical choices.

    166. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      mis-pricing lies solely on the seller. mistakes happen, but that's how it goes. maybe buying and reselling it will make them double check next time.

    167. Re:Gold selling is a good idea by bircho · · Score: 1

      In economics and finance, arbitrage is the practice of taking advantage of a price differential between two or more markets: striking a combination of matching deals that capitalize upon the imbalance, the profit being the difference between the market prices. http://en.wikipedia.org/wiki/Arbitrage

    168. Re:Gold selling is a good idea by djp928 · · Score: 1

      Well, that's fine, and I understand your position. But that makes it unethical for you. Condemning other people for not seeing it your way doesn't make any sense, though.

      Here's another example. Say you bought the Insane Sword of Awesomeness for 1k, knowing you could resell for one hundred times that. Then an hour later, before you've relisted it on the auction house, the original seller sends you a message that says "Oh man, I messed up and meant to list that sword for 100k! Any chance I can buy it back from you? I'll give you your gold back plus an extra 1k for your trouble!"

      What's the ethical thing to do here? I'm guessing (and this is just a guess, of course, since I don't know you from Adam) that you'd say the ethical thing to do here is to give him his sword back. Maybe you'd even go so far as to refuse the extra 1k gold and just take only what you paid back.

      But it's easy to turn it around and say that by buying it for the price he listed it for, you did nothing wrong. You played completely by the rules. It's absolutely not your fault that he messed up, and you have every right, both legally and morally, to keep the sword and resell it for 100k. You might even say that were he in your shoes, you'd expect him to do the very same thing, and can't see why he'd be upset at all--you take responsibility for your screw ups, why shouldn't he?

      You could even look at it this way: He's ripping YOU off! You bought a sword you know you can resell for 100k for 1k, fair and square--you are under no obligation to "do the right thing" (or, as you see it, what someone else inexplicably tells you is the right thing) and return it, even at a 100% profit. He's trying to get you to sell something for 1/500th market value! He's the asshat here, not you!

      My point is, calling one unethical and the other ethical as if those are the only interpretations of "ethical" is disingenuous. And as for why I used terms like "rationalizing" and "assuming you know", it's because way too often people just take a gut reaction at face value, and fail to really explore the situation. "It just is" is a cop out. "If you don't understand, I can't explain it to you" is another. It's an excuse not to think. I want to see people (myself included!) put rational thought into these things. You've demonstrated you can and have done that, so that's cool--but way too often when I challenge people that way, they just get pissy, as if they shouldn't have to defend their feelings or their thoughts--OMG IT'S JUST HOW I FEEL! As if that's any kind of explanation for anything. No, dammit--THINK about it for a bit. You may find you feel differently about it after you used that tool between your ears! Then again, you may find that your gut response matches with your rational one--that's fine too. I just hate watching people make irrational decisions about anything without putting even a tiny bit of rational thought into it, or even worse, without understanding why a little rational thought might be a good thing!

      For the record, in the hypothetical I offered, I'd probably give the guy his sword back and take the 100% profit for my trouble. But I don't think that's the cut-and-dry ethical choice. I just know that's what I'd do, because that's what I'd like for somebody to do for me if the roles were reversed. But as I said, it's easy to think of the exact same situation in a different light.

    169. Re:Gold selling is a good idea by Fluffeh · · Score: 1

      The mere existence of an aftermarket for game gold is clear indication of the desire among many (and perhaps most players) to avoid the entire gold-making portion of the game. Raiding is fun, grinding and auctioneering are not - for a significant percentage of players. The amount of daily effort required to grind out gold for basic raiding necessities certainly killed it for me.

      (Emphasis mine)

      Sorry, that's utter bollocks. I am in one of the high end guilds on my server (Proudmoore) and it is our raid expectation that everyone turn up with food/feasts as well as 1-2 flasks per run (these may not be actually used depending on the run). Now, add to that lets say 5 deaths for a cash safety margin. Yes, that's about 200g for an evening.

      I would agree with you and say that it's too much. But it's not actually NEEDED to raid. During off nights, we often pull out alts and do raids again. There is no flasks involved, maybe a bunch of mid level food buffs at most. A run like this normally costs say 30-80g in repairs but makes easily more than that in boss gold. Yes, a complete clear will take longer, there will be more deaths (people normally get somewhat drunk these casual runs). If you take into account the cash from selling sharded Abyss Crystals, flogging off BOE items on the AH and generally a run will make 2500-5000g. (Rough estimate of 10 Abyss @ 100g, and remainder made up with 2-5 BOE items sold @ 500-1000g each). That's around 1-200g per player on TOP of normal boss/monster gold. That's still getting upgrades for people and that's still having a good time.

      To summarize, either your raid requirements are indeed pricey (like ours are) and you are in a pretty hardcore raiding group, in which case, suck it up, you are likely leading progression on your server for a reason - and with that comes a certain gold price

      OR

      You are spending way too much unneeded (but helpful nonetheless) gold on consumables that are not actually required for a raid

      OR

      You are going along to a raid that is actually under strength, or under skilled or under organized. If you are wiping more than 10 times in a complete clear of an instance, find a new raid or stop pugging with noobs. The cash looted from bosses along should more than cover any mishaps/wipes during a full clear.

      Also, gear on characters makes such a big difference. Raid having problems clearing Naxx? Tank in blues? Healers OOM on trash? Consider if the grou is actually READY for this raid instance. You don't get to 80 one day and main tank, main heal, top dps a raid the next day. Expect to run a good deal of heroics to get the gear you need. (These are also a fantastic source of income with items being DE'ed and occasional drops).

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    170. Re:Gold selling is a good idea by MoriaOrc · · Score: 1

      On the contrary, there are no physical limits that stop me from replacing all my pawns with queens in a chess game, or merely pretending my pawns are queens and moving or using them as if they were. A chess board has no built in limits that prevent this. Similarly, there's no built in limitation in WoW or any other MMO that stops me from paying someone else real money outside the game for in-game money.

      In both games, the actions described are "against the rules," though. In chess, you have only the one queen and pawns move in a much more limited manner. In the rules for WoW as set forth in the TOS, RMT is not aloud.

      The core of the problem is something you touched on:

      You can play a handicap game, where one person starts with fewer pieces, but only by consent of both players.

      (emphasis mine)
      In chess, if the other guy decides all his pawns are actually queens, the rules are enforced because nobody will play with him, not because his chess board won't allow it. He won't be allowed to play in any chess leagues because the organizers won't allow him to play with his rules.

      In an MMO, if one guy decides to buy a couple million gold for his level 10 whathaveyou, he can still play with everyone else. This is because the much broader scope of the "gameplay rules" for WoW makes it hard to determine who is cheating in this way and who isn't (for example, by giving a gift to a friend or getting an alt ready for action), and impossible to exclude only those who cheat (as any enforcement method will have some false positives and some will figure out how to slip by).

      The short of it is, the analogy to chess doesn't hold because the same enforcement mechanism doesn't work in the much more complicated environment of an MMO, not because chess is a better designed game*.

      * Chess is a better designed game in my opinion, and one might even argue that it's relative simplicity is one of the reasons. But that's not the issue here ;)

    171. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Trade is the art of taking advantage of each other.

      The buyer is taking advantage of the seller and vice versa. A sale is by definition entirely voluntary, and both parties consider themselves better off then if they did not go through with it. Otherwise they would not do it.

      People who are unaware about the value of items will learn soon enough. If they are completely unable to learn, no amount of "being nice by not bying their stuff cheaply" will help them.

      And game companies should just let people buy and sell gold at will. People want to do it. Why fight them? ItÂs just as stupid as the war on drugs.

    172. Re:Gold selling is a good idea by Fluffeh · · Score: 1

      why did that hunter roll on that shaman gear.

      WRONG Why did that silly shaman think that gear was his? That's the real question on everybody's lips!

      Everyone knows that hunters need spell power for our pet heals!

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    173. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I could use alternate ways to make money, but I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong. And anti-gold farmers complain about my ethics?

      Everything that takes place in a game is just that: a game. There are no ethics about it. You're not cheating anyone out of anything, you're not causing misery upon anyone. You're just playing a game, and apparently playing it better than your opponent.

      If your chess opponent makes a silly move with their Queen, is it unethical to capture it because he didn't know he shouldn't move his Queen there? Losing in a game can bruise your opponent's ego, even make one depressed awhile. That's not a problem with ethics, and it's not a problem with the game. It's a problem with your opponent, who's likely investing too much into the game.

      If someone sells a virtual item in a game for a price that it isn't remotely worth, he frankly sucks at that aspect of the game. If there's enough work involved in doing anything in these games that it causes anguish in the player when it's lost, then perhaps the game sucks as well, and the player needs to reevaluate why they are playing it. If it remains fun, then by all means, carry on. But no one's being violated.

    174. Re:Gold selling is a good idea by murdocj · · Score: 1

      I'm guessing you've never worked

      Try again, I got my first professional job as a computer programmer almost 30 years ago.

      if nobody's really competing in PvE, then there's no issue with people being able to pay in money

      Yeah, there is. Games that don't police the gold sellers end up with a screwed up economy, with annoying spamming, with scams galore, etc etc etc. When you pay for gold, you're screwing over the other players. That may not bother you, but that's what you're doing.

      past the grindy parts of the game to get to the fun stuff.

      Weird... I've been playing WoW since about a month after it came out. I've never felt like I was grinding. And I know grind, I did grind in Everquest, everyone did.

      evidently the new generation of kids value playing in a game over working and supporting a family

      Wrong. I couldn't count the number of people I play with who have spouse and kids. The thing is, people recognize that this is a recreational activity. They don't have a need to buy their way to the top. They fit it in to their spare time.

      the subscription model of modern MMOs currently favors dragging things out so that the subscription lasts longer, favoring time over skill

      So you're complaining that there's lots of game to play? For me that's a plus, not a minus. You seem to be coming into MMOs with the idea that it's a game like any other and you want to buy your way to the end game, finish that, and call it a day. If you want to do that, buy a single player RPG, get the cheat codes, and zip through it. The beauty of the MMO is that it is an ongoing experience.

    175. Re:Gold selling is a good idea by murdocj · · Score: 1

      The thing is, the game IS fun to play (at least, WoW is fun to play). You NEVER have to grind. What I see when I see people paying for gold are spoiled children who just want to hit the "I win" button. They haven't learned that there isn't really any satisfaction in just being handing something.

    176. Re:Gold selling is a good idea by murdocj · · Score: 1

      find out how much gold bored teens can grind in an hour and scale the price of gold to how much the average teen gets paid working part time. This prevents the vast majority from using their money buying gold

      If you think that being able to buy gold is such a good idea, why price it so only people with real world wealth can do so? Just say that for 25 cents, you can just specify how much gold you want, and it's credited to your character.

      And if your problem with my proposal is that it would screw over prices and the economy so you couldn't buy stuff, guess what, that's exactly what gold selling does.

    177. Re:Gold selling is a good idea by 615 · · Score: 1

      ... I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost.

      Uhh, just because I choose to undercut my competitors (other sellers) doesn't mean I don't know what my loot is "worth". I hardly feel taken advantage of when the gold's rolling in faster than I can run to the mail box - gold I can put to work immediately, while my higher-priced competitors twiddle their thumbs.

    178. Re:Gold selling is a good idea by vux984 · · Score: 1

      Well, that's fine, and I understand your position. But that makes it unethical for you.

      No. Its simply unethical.

      Condemning other people for not seeing it your way doesn't make any sense, though.

      Seeing what 'my way' exactly?

      Someone selling a significant and obviously powerful item for 1/1000th its price is -VERY probably- a mistake. The circumstances under which a normal person would do this are VERY unusual. Further, in the big scheme of things, its a BIG mistake. It doesn't take a lot of empathy to see that will -VERY probably- affect the other player significantly.

      That's not seeing things 'my way'; its an objective truth.

      I agree you can't KNOW for sure that its a mistake, or how its going to affect the other person. But we should be able to objectively agree that you do know its VERY probably a big mistake, and that its VERY probably going to significantly negatively affect the other person if it is.

      Its not ethical to do something 'to significantly negatively affect someone else'. The fact that its only VERY probable instead of absolute certainty doesn't make it ok. Arguing that 'maybe he's doing it on purpose' is rationalizing. If he's doing it on purpose, buy it, and then ask him to confirm everything is ok. If it is, great, if not, unwind the transaction.

      Here's another example. Say you bought the Insane Sword of Awesomeness for 1k, knowing you could resell for one hundred times that. Then an hour later, before you've relisted it on the auction house, the original seller sends you a message that says "Oh man, I messed up and meant to list that sword for 100k! Any chance I can buy it back from you? I'll give you your gold back plus an extra 1k for your trouble!"

      Ideally, you really should have confirmed the transaction yourself, rather than waiting for him to discover his mistake and freak out. But sure lets run with it...

      What's the ethical thing to do here? I'm guessing (and this is just a guess, of course, since I don't know you from Adam) that you'd say the ethical thing to do here is to give him his sword back. Maybe you'd even go so far as to refuse the extra 1k gold and just take only what you paid back.

      I'd say that would be about right. As for the extra gold, that could go either way. I'd say it would be crass to demand it, but offered as a reward like that... it would be fine either way.

      You could even look at it this way: He's ripping YOU off!

      Sure, if your a sociopath.

      You bought a sword you know you can resell for 100k for 1k, fair and square

      Taking advantage of someone the way you did is an unusual description of 'fair and square'.

      you are under no obligation to "do the right thing"

      Yeah. Ethics aren't Laws. People are free to be asshats.

      and return it, even at a 100% profit. He's trying to get you to sell something for 1/500th market value!

      Well that's a narrow view of it. He's trying to get you to sell an item to him for 1/500th value that he mistakenly sold to you for 1/1000th value immediately prior.

      He's the asshat here, not you!

      Not if you look at the whole picture. In the big picture, if you don't sell the item you have made a massive gain at his direct massive expense. If you do sell him back the item, you've made a minor gain, at his minor expense -- however he did make the mistake is happy to eat a minor expense to fix things. There is no way you can legitimately argue that both parties have been objectively fairly treated if you take advantage of his mistake and don't sell the item back.

      My point is, calling one unethical and the other ethical as if those are the only interpretations of "ethical" is disingenuous.

      Ok. I agree one should be able defend the logic of the ethics. In this case I was appealing to the moral principle that 'it is good to minimize harm', and pointing out that you need empathy in order to be able to make a reasonable evalution of what harm is caused in the

    179. Re:Gold selling is a good idea by murdocj · · Score: 1

      as far as buying your way to the top, you don't think that people sitting at home all day aren't doing that?

      No, I don't. They are doing what's called "playing a game". Don't you think there's a difference between playing basketball and paying off the ref to declare you the winner of the game?

    180. Re:Gold selling is a good idea by MikeBabcock · · Score: 1

      That's not what he asked at all. "Getting whatever you want" is not necessarily the goal of playing the game for some people.

      Why not just go out and slay mobs, or find new areas, or join interesting groups and have fun together? The need to actually grind out the in-between is a horrible lesson learned from JRPGs.

      I much prefer my RPG characters rolled D&D style.

      --
      - Michael T. Babcock (Yes, I blog)
    181. Re:Gold selling is a good idea by metaforest · · Score: 1

      I could use alternate ways to make money, but I don't find playing the auction house fun. In fact, I find it highly unethical. You're taking advantage of people who don't know what things really should cost. That's flat out wrong. And anti-gold farmers complain about my ethics?

      Oh so if I do the research and determine what fair market for an item is, I am being unethical? And I make plenty of gold to keep my 29lvl twink and other toons well equipped and buffed.

      But violating TOS and subverting the game balance is fine for you?

      I hope you get smacked with the ban hammer good and hard.

    182. Re:Gold selling is a good idea by vux984 · · Score: 1

      mis-pricing lies solely on the seller. mistakes happen, but that's how it goes. maybe buying and reselling it will make them double check next time.

      Doesn't matter. Mistakes will still happen.

      In the "real world" there are all kinds of disclaimers, and their is legal recourse. Sure the grocery store usually honors a mis-price in the customers favor. But if they listed 6packs of Coke for .29 instead of 2.29 and you tried to buy all 1200 they have in stock, they won't, and you really can't make them.

      If I see an ad on ebay motors for a 1999 Porsche 911 in excellent condition with 22k miles on it for $71 and I try and buy it,... the owner is going to apologize for the mistake and advise me it should have been $71,000.. I can't force the deal, even if I've already paypal'd the $71 to him. He'll just send it back. He's just not going to turn the car over to me. And even if I tried suing no court in the land is going to force someone to part with their $71,000 car for $71 due to a typo.

      Personally I think Warcraft should institute some automated seller protections, and if people hate them they can opt out. Or even let them define their own rules. Like if I list item X for 1/4th the average selling price of X over the last week, and that price is over 100gold than flag it and don't auction it until I explicitly override the rule.

      For me, that would be perfect. If I blow out some 50g herbs for 1silver I don't care, and I'm not worried about it. I just want them out of my inventory, and that amount of money is irrelevant to me. But if I try and blow out a 50k item for 5k it will warn me.

      For someone much richer than me the threshold might be 1000gold instea of 100. For someone much more anal than me the ratio might be 3/4 instead of 1/4 and 10gold insteadd of 100.

    183. Re:Gold selling is a good idea by metaforest · · Score: 1

      This a serious issue for a game like WoW since many sources of 'value' in the game come from random events.... if the gold points become fungible then Blizzard would be liable for gambling.

      SL had to ban all forms of gambling from their world to avoid this problem....

      it used to be as common or more common than virtual escort services.

    184. Re:Gold selling is a good idea by djp928 · · Score: 2, Insightful

      Someone selling a significant and obviously powerful item for 1/1000th its price is -VERY probably- a mistake. The circumstances under which a normal person would do this are VERY unusual. Further, in the big scheme of things, its a BIG mistake. It doesn't take a lot of empathy to see that will -VERY probably- affect the other player significantly.

      That's not seeing things 'my way'; its an objective truth.

      I agree you can't KNOW for sure that its a mistake, or how its going to affect the other person. But we should be able to objectively agree that you do know its VERY probably a big mistake, and that its VERY probably going to significantly negatively affect the other person if it is.

      And again, I point out that the onus for getting the listing right is on him, not you. I don't see how you have any ethical burden to not buy the sword at his listed price just because you think he screwed up the listing. Is it just because the discrepancy is so big? What if we look at it this way. What if some guy is selling an item you think you can resell for 10g for 7g? Is it wrong to take a profit there? If that's wrong, then you just don't believe in capitalism. Which is fine, but in that case maybe don't play the AH in WoW.

      But if that's not wrong, where do you draw the line? You've apparently drawn it somewhere before you get to 1k for a 100k item. And I still say, that's fine, but it's your choice. There's no objective reason for anybody else to also draw the line there, or even anywhere.

      It hurts him a lot? On what scale? How much is a lot? 1k for a 2k item? 1k for a 5k item? Is that too much?

      The game has rules. In this case, the game we're talking about in particular happens to be World of Warcraft (or likely some other MMORPG, but let's assume WoW since we both are apparently familiar with it.) You list an item on the AH with a buy price, that's the price. You don't get take backsies once the auction sells. The onus is on you to get the listing right in the first place. How can you fault someone for buying what you're selling for the price you're listing it for? Everybody played the game by the rules--you just screwed up your opening gambit, as it were.

      I personally don't see anything at all wrong or unethical about buying an item for the price the seller listed it for. I happen to think that if after I bought the item, and while it was still in my possession, the seller asked me nicely to return it for a refund because it was a screw up, it'd be a dick move not to do so. Dick move, sure, but unethical? I don't buy it. Not nice, maybe. But there's a shitload of things in life that aren't nice, but they don't qualify as unethical.

      Is it really "nice" to buy something, *anything*, from somebody, at any time, in WoW or IRL, that you knew for a fact you were going to turn around and sell for a profit? Wouldn't the "nice" thing to do be to tell the guy selling the item "Hey, I know this guy who will pay half again what you're asking for that thing"? Sure, nice maybe. But is it unethical? I don't see it. It'd be unethical to mislead the guy into thinking you were giving him a super deal at the price you're paying. It'd be unethical to lie to the guy and swear you have no idea what the thing is "really" worth. But other than that? If I see a car in a used car lot selling for $1500 and I take a look at it and know I can put half an hour into cleaning the interior and sell it for $2500 to someone else, how is that unethical? If I see a Faberge egg in an antique store I know is worth thousands selling for a hundred bucks, is it unethical to buy it for the hundred bucks the shopkeeper is asking for it? Where's the line? Again, you may think it's not nice, and in several of these cases I'd even agree with you. But again, "nice" and "ethical" are not synonyms.

      I'm fairly certain you're going to tell me it's a matter of degrees, and that at some point a line is crossed. But again, I'm saying that is a personal choice, and you will inevitably draw the line in a different place than I will, or that the used car salesman down the block will. I think you're fooling yourself with your appeals to "objective truth".

    185. Re:Gold selling is a good idea by TheThiefMaster · · Score: 1

      The line is whether the seller believes the price is fair or whether they made a mistake with the price.

      The same is true in the real world under UK law.

    186. Re:Gold selling is a good idea by vux984 · · Score: 1

      I don't see how you have any ethical burden to not buy the sword at his listed price just because you think he screwed up the listing.

      A transaction or contract is supposed to represent a 'meeting of the minds', If you -think- he screwed up the listing then you don't think a 'meeting of the minds' is taking place. In other words, you don't think the seller would wish to make this deal, yet you are completing it anyway, enabled by the game mechanics which will blindy enforce his mistake without giving him any recourse.

      Is it just because the discrepancy is so big?

      As the magnitude of the error grows the magnitude of the harm grows.

      What if some guy is selling an item you think you can resell for 10g for 7g?

      I wouldn't think twice. Its 70% of what I think I can get for it. We don't have any reason to think its probably a mistake. And even if it is a mistake its a small one. A loss of 3g in WoW is essentially irrelevant.

      Its the same reason that if you walk down the street and see a quarter lying on the ground there is nothing wrong with picking it up and pocketing it. If you instead found a jewelry box full of jewelry, you should probably turn it in and give the rightful owner a chance to claim it. In general, nobody is going to really miss that quarter. In general, someone is going to miss that jewelry box immensely.

      It hurts him a lot? On what scale? How much is a lot? 1k for a 2k item? 1k for a 5k item? Is that too much?

      For really low values of coin, its not an issue. For really large values it is. We don't have to pinpoint the exact point in the middle it switches in order to agree on what is true out near the edges.

      To try and direct to the debate to the murky center is really just a red herring. In the murky center their is no clear ethical position, so its meaningless to debate it. At that point the various opposing moral principles in play are approaching balance, and it becomes increasingly difficult for a group of people to reach any consensus except that 'its a close call' or 'it could go either way'. But as you move away from the center the ethics of the situation become more clearly defined.

      And the fact that they are murky in the middle doesn't make the argument out at the edges invalid. That would be like computing y=1/x for x=4 and observing that y is positive, and that when x=-4 y is negative... and then claiming that because y is undefined when x=0 that somehow invalidates the other results.

      The game has rules.

      Yes, and if you read them, abusing the mechanics to make the game less enjoyable for others is against them.

      You list an item on the AH with a buy price, that's the price. You don't get take backsies once the auction sells. The onus is on you to get the listing right in the first place. How can you fault someone for buying what you're selling for the price you're listing it for?

      I fault myself for making a mistake. I fault them for taking advantage of it. The purpose of the auction house is to let sellers and buyers conveniently exchange goods for mutually acceptable prices. If I've made a typo, then its not a mutually acceptable price.

      Everybody played the game by the rules--you just screwed up your opening gambit, as it were.

      An auction house transaction is not supposed to be a competition with a winner and loser. It is supposed to represent an agreement between two parties. The fact that the mechanics allow terrible mistakes to happen doesn't make it ok to abuse other players.

      Is it really "nice" to buy something, *anything*, from somebody, at any time, in WoW or IRL, that you knew for a fact you were going to turn around and sell for a profit?

      Absolutely.

      Wouldn't the "nice" thing to do be to tell the guy selling the item "Hey, I know this guy who will pay half again what you're asking for that thing"?

      That would be very nice. However, there is no ethical imperative to do so. There is nothing wrong with acting

    187. Re:Gold selling is a good idea by murdocj · · Score: 1

      I think the original version of Star Wars Galaxies did that. It was much more of a sandbox game where you could pretty much do what you wanted to do. My wife loved it. She had some sort of crafter / trader who couldn't fight but was much in demand because she could build stuff that people needed. Unfortunately from what she said the game was an incredible bug-fest, and then got massively nerfed and re-nerfed to the point where she finally gave up on it. It's too bad because the original game clearly wasn't going to be a huge hit but had captured a nice niche. If they had settled for that, the game would have done ok.

    188. Re:Gold selling is a good idea by aurispector · · Score: 1

      I should say that I quit playing WoW right around the time flasks were introduced about 2 years ago(?), so my experiences are somewhat dated. Our guild focused on progression through the 40 man raids, which were the norm at the time. For that raiding scenario, potions, etc., were considered standard equipment. At the time, raids often cost more than they yielded with the exception of unique BOP drops, which couldn't be sold. You raided for drops and ground out gold for repairs and buffs. We were probably one of the top 5 raiding guilds on the server at the time and as a tank I probably had higher repair bills than average. It's likely Blizzard tweaked the newer content to reduce this sort of thing, since nobody really *liked* grinding for gold. As I said, it killed it for me.

      Anyway, I'm glad you're enjoying the new, easier 25 man "raids", noob. Bliz obviously had no choice but to dumb it down. ;P

      --
      I have mod points. The reign of terror begins now.
    189. Re:Gold selling is a good idea by skolima · · Score: 1

      No, in real world the seller will _try_ to retract the offer, you will sue them and the judge will force them to sell the item for the price listed. Once you made a binding offer, it's done.
      Happened quite a few times on various auctioning services.

    190. Re:Gold selling is a good idea by clone53421 · · Score: 1

      There's also bound to be a certain amount of gil that goes out of play as people desert their accounts.

      <tl;dr>
      Economies are funny things... you want there to be approximately the same amount of circulating money per person over time. People who hoard money tend to throw this out of balance, new people entering the economy tend to throw it out of balance, and adding money to the economy tends to compensate for these two factors - but if too much money is dumped into the economy, it'll go out of balance in the opposite direction (inflation).

      But then you also have to factor in "greedyness"... artificially-fueled demand (advertising, I'm looking at you). If you can stoke up demand for a product, you can increase its price. If consumers on the average are consuming more and more of every product (America, I'm looking at you), the increased demand will start driving prices up. Naturally, if certain products are demanded more, their prices will go up; however, if it starts happening with all products simultaneously, this is inflation (and generally though of as a bad thing). You then have the tricky question of how to stem it; there are several responses... You could artificially restrict the supply, which would address the consumerism but would cause massive inflation. You could artificially restrict the demand, which would tend to create black-markets. You could pump money into the economy (and loans are one way of doing this), which would allow people to continue buying goods at the inflated prices but do nothing to stem the consumerism.
      </tl;dr>

      Wow, this post wasn't terribly relevant... go easy on me, mods, I'm having fun here. ;)

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    191. Re:Gold selling is a good idea by harl · · Score: 1

      What % is the tax or is it a flat fee?

      --
      I find being offended by me offensive.
    192. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      I see the point is lost here. Again, that's an extreme, which I've pointed out is not what I'm talking about. The correct analogy would be letting the team continue to play while the other team takes a break. You can't really compare MMOs to any other game or sport, there's no real equivalent. Since you've been around long enough you should remember games before the current trend like Trade Wars and the old BBS games. They had an idea this would happen and designed their games to share time equally (unless the SysOP decided to override the settings for his hosted game) in that no matter how much free time you had, you were placed on an equal footing with those that didn't have as much time. You got 100 turns., Everyone got 100 turns (or whatever the SysOP customized it to). The guy that wanted to play after a long day of work because it was fun to do so could play and know that some kid didn't sit at home all day farming Wanderer and all the other ports dry. That doesn't exist in most MMOs today, and there is no alternative to even the playing field.

      Also, I'm not referring to gold sellers in particular. Most of the time they break the ToS, something I would never advocate. I'm referring RMT/Item Shops implemented by the publisher. In WoW it's currently a moot point since RMT is against the ToS and Wrath changed things a bit (with the exception of loot from the WoW Card game - such as special mounts, which Blizz appears to think is a good idea). The equiv would have been Blizz allowing level 70 players during TBC to buy Dungeon Set gear (not Tier/Raid gear necessarily) so they could have done the regular instances a few times (heroics included) and moved on to try the raids out with friends when they maybe only had a few hours here and there to play. Since raiding is the endgame stuff in WoW, in particular (sticking to PvE), they could progress (or attempt to progress) to see the end game stuff without first grinding out gear.

      We probably have different definitions of grind. I've played through WoW as well with quite a few people (also Ultima Online, Guild Wars, LotRO, Warhammer Online, Tabula Rasa, and many more), and even the people that really love it (I like a good chunk of the game, at different stages) have talked occasionally about grind. I won't call bullshit on you because I don't know you, though I suspect you're a civilian from that 30 years of programming experience and I'm veteran, which means we probably have little in common anyhow, including our definitions of work and fun.

      I'll leave it alone though. From your comments I can see you either don't understand or more likely are so biased that you won't understand. WoW, as it is with Wrath, has fixed quite many of the issues that originally plagued WoW. You may not see them, but obviously others, including Blizzard have. Now, it's not too difficult to get to the endgame and see the raids (just counting 10-mans, since they plan on correcting the casual 25man experience as a goal of theirs to be more guild-oriented again). Think of any other non-MMO that you've played though that you've had to successfully repeat levels over and over till you've got all the powerups/gear/whatever to move on to the rest of the levels. I'm not talking about re-playing the stuff because its fun or RTS/PvP games where the end is always different, but real PvE games. I'm not taling about having to re-do level because you died on them and failed, either. I'm talking about having to complete a level over and over successfully (finishing that level and getting a powerup or item) until you've finally got enough items that you can succeed on the next level. There aren't very many like that. Its about skill, either you get better and pass it or you don't. Guild Wars and Warhammer Online are good exampes. Tabula Rasa, in its short life was a good example. Those were set up so that RMT is a moot point because time doesn't nearly as much advantage past leveling.

      Don't take any offense to this (or do if you will), but your statements eit

    193. Re:Gold selling is a good idea by djp928 · · Score: 1

      So under UK law, if you sell me a car for a 1000 pounds, and later find out I turned around and sold it for 2000 pounds, you get take backsies and get to come get your share of my profit from me?

      How does this work?

    194. Re:Gold selling is a good idea by CyberNigma · · Score: 1

      really on my way out this time :-)

      however, since everyone seems to bring a sports analogy, I thought of one just a bit ago. The analogy about buying the end of the game (buying your win) is a poor one. If you wanted an analogy then the analogy would be basketball/baseball/nascar/football (both incarnations) teams buying high-profile or 'exceptional' players (or vehicles), which they most certainly do all the time. The money that teams (or more so their owners) spend on players, in particular free agent players is very much akin to people buying gear to play the endgame. The gear doesn't guarantee a person a win (or shouldn't) any more than a team paying for a particular player should guarantee a win (and usually doesn't). Millions of people are perfectly fine with the concept of sports and most of them do not think that a team is buying the championship when they can afford to pay multimillion dollar contracts to particular players.

      There's your sports analogy - a more accurate one.

      have a good one..

    195. Re:Gold selling is a good idea by TheThiefMaster · · Score: 1

      No, under UK law a price isn't a binding contract, if it is a mistake the seller isn't obligated to make the sale. For an automated system, such as online sales, the order can be cancelled (and any money paid refunded) if the price is found to be incorrect, as long as the item has not yet been dispatched. Not sure if it can be applied to purchases of virtual goods, as once delivered the sale contract is considered complete and the law no longer applies.

      Buying and reselling is of course legal.

      If the price is well below market value and the seller is happy with it, it is both legal and moral to buy it and resell at a higher price. It is only if the price is a mistake that it is immoral.

    196. Re:Gold selling is a good idea by AP31R0N · · Score: 1

      This is why i haven't found any FMRPGs that i like. WoW became a second job, i was thinking about auctioning and crafting while i was at work. The day i found myself entering my credit card number to buy imaginary money with real money was the day i unsubbed.

      Player trade kills games for me personally. It causes twinking, farming and grinding. For those who don't mind such things, great, have fun. But such games won't get my money or my time. WoW and many other Gygaxian games also have huge power curves that kill the fun for me. Being n00bstomped sucked balls.

      PlanetSide has a shallow power curve and no player trade/currency or crafting. No twinking, no grinding, no farming. You play to play. A one day old character and my 6 year old character could drive the same tank. My tank and your tank would have the same firepower, speed and armor. More advanced characters simply have more options/flexibility. Instead of rewarding having no life, PS rewards skill, teamwork and strategy. It's ain't Quake or UT, if you go charging in alone, you'll die. Territory you conquer stays conquered (until the enemy comes back for it). Instead of a paltry 30 vs 30, PS can have 130ish vs. 130ish vs. 130ish on a battlefield that takes minutes to cross by aircraft. It's also a game where any player can find a role. i can drive, fly or shoot worth a damn, so i'm a cloaker. i'm behind enemy lines destroying generators and hacking bases all by my onesies. Also, there isn't any of that instance BS. There are two instances, Europe and North America. If you're on the NA server, we can meet.

      In PS you play to play. Advancement happens while you play and is a nice bonus, but you won't be thinking about "oh I have to collect 5 more rat spleens to level". You'll be thinking "let's kick these smurfs out of our continent!".

      No, i don't work for SOE, but i love the game.

      If anyone reading this is interested:
      Download TeamSpeak
      My outfit (guild) has a raid of about 50 to 60 players (air, armor, cavalry, spec ops) every Thursday night at 730 Eastern.
      Join the Gemini server, and create a Vanu Sovereignty character and look for us at Sanctuary Warpgate Tower B.
      We'll be the mass of vehicles and people with the tag Ghosts of the Revolution.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    197. Re:Gold selling is a good idea by djp928 · · Score: 1

      Well, that still wouldn't apply to the situation we've been discussing, I don't think. If the seller doesn't catch the mistake in the listing before it sells, and the goods get sold and delivered, he has no legal recourse after that, right?

    198. Re:Gold selling is a good idea by TheThiefMaster · · Score: 1

      No legal recourse, but it is still immoral to take advantage of another's mistake, hence the law existing in the first place (even though it assumes a human needs to approve the sale, and not an entirely automated system).

      EVE Online puts up a warning message if your selling/buying price is outside of a certain percentage of the recent average buy/sell prices, to try to stop you making mistakes. I think other games should try to adopt this, although with items with random bonuses in a lot of fantasy games it might be more difficult to automatically determine a market price.

    199. Re:Gold selling is a good idea by Talgrath · · Score: 1

      Just because someone messed up doesn't mean you need to be nice to them; I guarantee you that if you asked any ethicist or checked in a book of ethics, there is no section that says you need to help someone out if they made a mistake. Taking advantage of that mistake certainly isn't wrong either; if you're playing chess and your opponent leaves themselves wide open to checkmate, is it unethical to take advantage of that? Of course not. Why then would it be different with a video game? Because you spend more time with it? If losing some gold is enough to make you want to stop playing the game, then you aren't having fun with it anyway and should go do something else. All of that said, applying ethics to selling items in an MMORPG is fucking stupid; get a life, MMOs aren't important enough to apply ethics to.

    200. Re:Gold selling is a good idea by Rich0 · · Score: 1

      We're talking about how MMOs should operate to be most enjoyable for their customers.

      So, what should your MMO put in its TOS to make it fun?

      I'm not talking about whether automation IS cheating - but rather SHOULD IT BE cheating?

    201. Re:Gold selling is a good idea by EmperorArthur · · Score: 1

      It's worth noting that in EVE even if you have tons of cash, if you don't have the skills or experience playing the game you can still be killed by players who have both. Then you've just lost that expensive ship of yours.

      --
      So lets pretend that we've just completed writing this code, as opposed to having just completed sabotaging it -Altera
    202. Re:Gold selling is a good idea by vux984 · · Score: 1

      No, in real world the seller will _try_ to retract the offer, you will sue them and the judge will force them to sell the item for the price listed. Once you made a binding offer, it's done.

      No. The judge won't. A binding offer is essentially just a contract. If a contract is breached by either party, the judge usually awards 'damages'; he rarely forces the party in breach to live up to the original terms.

      Furthermore, if the contract is clearly unfair and the offending clause is a typo. The judge will nullify the contract.

      Happened quite a few times on various auctioning services.

      Usually its because the damages the seller will be liable for are greater than the loss he will take from simply honoring the deal, because the deal isn't usually -that bad-. However if the deal is really outrageously unfair it doesn't hold, and the seller's best interests are served by being in breach and paying any damages, assuming the judge doesn't nullify it outright.

    203. Re:Gold selling is a good idea by thesandtiger · · Score: 1

      First, chess and an MMO are rather different situations. One of them is an oppositional zero-sum game in which the entire point of the game is to defeat your opponent. The other one is a co-operative game in which one of the major draws and points of it is to enjoy playing a game with other people. Those are rather different beasts.

      Second, depending on the circumstances, yes, actually, I might not take advantage of an opponent's error. If I am playing against a novice who makes a mistake, I would point out the move they made, explain why it was a less than optimal move, and discuss strategy with them so that they could get better at the game. If it is a friendly game against someone of equal or greater skill I might point out the error (while still taking advantage of it) and ask them what their thinking was behind it - at the least they see they made a silly mistake, but at the best they give me some ideas on how I might improve my play (even if that particular move was a mistake). If it's in a competition, however, then no, I wouldn't bother pointing it out, would take advantage of it, and perhaps after the match we would discuss it.

      As I said in my comment (and as you seem to have entirely missed), I actually enjoy playing games with people, and will take the course of action that will most likely lead to more enjoyment - in the case of the auction house error, this is usually giving the person a chance to buy it back.

      As to your assertion that MMOs simply aren't important enough to apply ethics to, I suppose that line of thinking, and you and people like you who believe it, are one of the reasons that so many online environments are seething cesspools of assholery filled with virtual sociopaths who seem to enjoy doing the virtual equivalent of walking in on other people enjoying a game of chess and knocking the pieces over. To each their own, I guess - that's why online games have ignore lists.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    204. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Your second paragraph implies you play wow, but your first implies you don't.

      WoW punishes effort with its patches. The only 'reward' for working hard is getting to use an item for at most a month and a half, at which point a patch comes out making better items available for less work. See: PVP rewards at level 60(BeforeTheStorm patch), nerfing every raid ever made so that it is easier to get the same loot for less effort, adding in heroic badge rewards that rival Tier5 content meaning you can afk through the easiest instances with a 5man pug and get the same gear someone else raided 4hrs a night for.
      Then theres pvp gear at level70, you can lose 5 arena games a week and still start to outgear people who actually try.

      I don't know anything specific about 80 because I quit before it came out, but from what my friends who still play say it is no different.

      I guess what this overly detailed rant is getting at is WoW punishes effort, so why require it at all? Compare the effort:return to something that ISNT a mmo and its totally different. If I play Quake Live and put in a lot of effort learning all the strafejumps and perfecting my aim, nothing will take that away from me. Any time I play it or anything similar, my learned skill will still be there and will still give me an advantage over people who don't have the skill.
      That is actual reward. Having a bigger number in an oracle database somewhere? Artificial reward.

    205. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      I fully agree, but I'd like to add the third type of player, arguably tied to the "time spent" player;

      Skilled player.

      People who have the reflexes and mental capacity to be good at the game, but dont want others to be better at them just because they spent more money OR time on their character. ..There really aren't a lot of this type in MMOs, but they do exist.

    206. Re:Gold selling is a good idea by clone53421 · · Score: 1

      Just because someone messed up doesn't mean you need to be nice to them;

      True, but it'd be nice.

      if you're playing chess and your opponent leaves themselves wide open to checkmate, is it unethical to take advantage of that?

      It's more like if they lift their piece to move it and it accidentally slips out of their fingers. Technically they must leave it on the square on which it lands, assuming that would be a valid move, because once they release the piece their move is complete. However, it would be a bit harsh to actually force them to do so if they truly dropped the piece on accident.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    207. Re:Gold selling is a good idea by brkello · · Score: 1

      I actually think you might have something. Warhammer online was a bit like you describe. You basically just queue up to bgs and level that way. But it felt too much like TF2 or CS to me...but I had to pay for it, and I like TF2 and CS better. So I stopped playing. Though WoW still holds my interest.

      --
      Support a great indie game: http://www.abaddon360.com
    208. Re:Gold selling is a good idea by Psychochild · · Score: 1

      Because when I see that people are actually PAYING someone else to play the boring parts of a game for them, it's easy for me to deduce that what we have is not a fun game[...]

      This is like saying that any game with cheat codes is obviously unfun. There are a lot of different motivations for buying gold in an MMO, many of them similar to the motivations for using a cheat code in a traditional single-player game. Yes, it could be that the gameplay is fundamentally boring and unfun and people want to skip it, but I suspect if that were truly the case, they'd stop playing the game instead of paying money for some convenience to keep playing.

      The solution to goldfarming should be to find out why earning gold in the game is so bloody tedious and focus your design efforts on making the game fun to play.

      You said in this thread:

      I don't care if you make your new RPG game $0.01, I am not interested.

      Therefore, I suspect that the typical RPG conventions of "earning" money will probably never appeal to you. In this case, MMORPGs are not for you, and no amount of "design effort" is going to make the process any more fun for someone who doesn't like that type of game.

      That's fine; lots of people enjoy the games anyway. Many of them don't even buy gold to get past the parts you find "bloody tedious"!

      --
      Brian "Psychochild" Green
      MMO developer's blog
    209. Re:Gold selling is a good idea by mabhatter654 · · Score: 1

      but at a certain point the tax man isn't going to care what a TOS says if real people are exchanging real dollars for in-game goods.

      I think gold was a design cop-out anyway. They weren't clever enough to think of a non-money way of to build an economy in the game with things people want. I found the crafting and trades to be not-that-great because the items aren't really useful in the game compared with what you buy. The game should have a tangible limit of monsters and goods... gold should be an item that takes spaces in your pack... and monsters should take the gold away from you! Only things like mining should create NEW gold, and only so much would be available per player. It's a drastic change to the style of play, but they could nix much of the outside trading if they tweaked the economy a bit.

    210. Re:Gold selling is a good idea by cbhacking · · Score: 1

      Actually, tons of cash vs. tons of experience (but not tons of cash) will likely result in the experienced player winning. I once killed a faction-fitted Vagabond in a fairly standard PvP Hurricane... the guy must have either bought ISK or just bought the character, because he had NO idea how to fly such a ship.

      For those who don't know the game, a fully fitted and insured Hurricane might cost about 60M (of which 45M is hull and insurance). The hull of the Vagabond I killed was worth over 100M, and it had roughly half a billion in fittings (the hull itself does nothing except fly and provide basic defense; all weapons and such are extra). In other words, I killed a very fancy PvP ship worth at least 10 times the value of my ship... just because I knew how to use my ship (I wasn't that experienced either, just much more than the other guy).

      --
      There's no place I could be, since I've found Serenity...
    211. Re:Gold selling is a good idea by murdocj · · Score: 1

      One more take on the "grind" thing. First, having played and mostly soloed in Everquest pre-LDoN, I know grind. In WoW I do not spend lots of time grinding, and I do get to raid, so I'm not sure what your problem is. And to just get some numbers on the table, I spend about an hour a week either fishing or gathering herbs, and perhaps another 2 hours a week doing some daily quests to pick up reputation. All of my gear is quest gear, instance drops, or Naxx drops, and those drops are not from running the same instance over and over again. If I run 2 instances in a night, that's quite a bit for me. So again, I'm baffled as to the "I have to grind for gear" argument, because in my personal experience, it just isn't true.

      I won't call bullshit on you because I don't know you, though I suspect you're a civilian from that 30 years of programming experience and I'm veteran, which means we probably have little in common anyhow, including our definitions of work and fun.

      Ah, the "I'm a vet" card... well, I go with Mark Twain's definition of work. It's the only one that makes sense. Having run a few marathons, I suspect my definition of "fun" may be a bit different from yours.

      From your comments I can see you either don't understand or more likely are so biased that you won't understand. WoW, as it is with Wrath, has fixed quite many of the issues that originally plagued WoW. You may not see them, but obviously others, including Blizzard have. Now, it's not too difficult to get to the endgame and see the raids

      That is exactly what I'm saying... WoW has made it easy to get to the endgame and raid, without buying gold, getting powerleveled, or paying dollars for in-game items.

      Don't take any offense to this (or do if you will), but your statements either match someone you're claiming not to be with your experience, or you're just making things up in a defensive posture. You've turned every quote around and answered something else.

      Well, if you post something that's obviously wrong, and I feel the need to do so, I'll correct it. You claimed that I was obviously a kid who had never worked. I'm not sure how pointing out that I've worked for 29 years is "turning every quote around". Don't take any offense, but if you are what you say you are, and you have experience playing MMOs, you know full well that there are players of all ages and backgrounds playing... teenagers, college kids, guys playing at work during late night shifts, parents who have to afk in a boss fight because their kids just started fighting. One guy I know in his 70s who doesn't want to run with groups anymore because his eyesight is failing. When you claim that all those people raiding must not have families, you are just plain wrong, and again, I'm going to point that out.

      One thing I'll agree with you on, if a company can come up with a way where the people who want to bypass part of the game can do so without impacting the other players, I'm fine with that. If it's on another server, I really don't care how screwed up the economy gets, or whether everyone is running around in tier 7.5 without even know what half their spells do. Just not on my server, please.

    212. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      If you're selling for 60% of its worth, you clearly do not need the gold.

    213. Re:Gold selling is a good idea by harl · · Score: 1

      What the fuck? The tax man comes after you. You show this contract in which both Blizzard and myself agree that I own nothing and Blizzard owns everything. The tax man at that point has to talk to Blizzard since you have nothing taxable.

      You seem to be implying that tax men don't have to follow the law. That's nonsensical.

      --
      I find being offended by me offensive.
    214. Re:Gold selling is a good idea by Anonymous Coward · · Score: 0

      Maybe he needs the gold now, and maybe if he listed it at value it'd take days to weeks to actually sell?

    215. Re:Gold selling is a good idea by DAldredge · · Score: 1

      A good analogy is to /. like pickles are to cars.

    216. Re:Gold selling is a good idea by tieTYT · · Score: 1

      I think you both have a point. A game can be fun even though tons of people are selling gold. But if tons of people are selling gold, it suggests THAT PART OF THE GAME is not fun.

    217. Re:Gold selling is a good idea by Ifandbut · · Score: 1

      I did a quick search on the FFXI wiki and it is a % tax + flat fee.

    218. Re:Gold selling is a good idea by Fluffeh · · Score: 1

      Hehe, that's cute that you call me a noob after opting out when flasks were introduced.

      I have been raiding since strathholme was a raidable instance and when UBRS was done with 15.

      When you point your finger at someone, there are three fingers pointing back at you champ :)

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    219. Re:Gold selling is a good idea by harl · · Score: 1

      So the vast majority of the money is simply moved. A small minority is destroyed.

      My point stands.

      --
      I find being offended by me offensive.
  4. Wait what? by KeX3 · · Score: 2, Funny

    After all, barbershops and even paid-for sex changes have come about due to player demand in World of Warcraft.

    Uhm. Paying for sex in WoW?
    Exactly how deeply entrenched in your parents basement would you have to be to do that?

    1. Re:Wait what? by weirdcrashingnoises · · Score: 1

      "sex change" != sex

      however what your suggest would not surprise me.

      if your bored and search around for free mmo's, eventually you come across all the adult themed ones, there's lots of em, but none of em are free.

      --
      sigs... don't talk to me about sigs....
    2. Re:Wait what? by KeX3 · · Score: 1

      Oh lookie, "sex change".
      I fully blame this (freudian?) slip on the wallclock, indicating a time before 10am.

    3. Re:Wait what? by fractoid · · Score: 2, Funny

      What is this "wallcock that you speak of"? Oh whoops, "wall clock"...

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    4. Re:Wait what? by Anonymous Coward · · Score: 0

      *whoosh*

    5. Re:Wait what? by A.+B3ttik · · Score: 1

      Will give head for WOW Gold. PST!!!

    6. Re:Wait what? by tixxit · · Score: 1
  5. Re:That summary literally sucks by Anonymous Coward · · Score: 0, Troll

    I feel that it is my duty to even the score. When writing this letter, I had originally intended to segregate the pure errors of fact in Mythic's comments from the assertions of questionable judgment where there could be room for dispute. I eventually decided against that approach because you might say, "Mythic should stop and savor life, not discredit legitimate voices in the negativism debate." Fine, I agree. But its ebullitions always follow the same pattern. It puts the desired twist on the actual facts, ignores inconvenient facts, and invents as many new "facts" as necessary to convince us that every featherless biped, regardless of intelligence, personal achievement, moral character, sense of responsibility, or sanity, should be given the power to destroy our youths' ability to relax, reflect, study, and meditate.

    Mythic wants us to feel sorry for the soporific muttonheads who weave its deranged traits, hateful deeds, and juvenile announcements into a rich tapestry that is sure to instill a subconscious feeling of guilt in those of us who disagree with its fulminations. I maintain we should instead feel sorry for their victims, all of whom know full well that that fact is simply inescapable to any thinking man or woman. "Thinking" is the key word in the previous sentence. I overheard one of Mythic's flunkies say, "Mythic's activities are on the up-and-up." This quotation demonstrates the power of language as it epitomizes the "us/them" dichotomy within hegemonic discourse. As for me, I prefer to use language to remind Mythic about the concept of truth in advertising.

    The conflation of fatuous maggots and tendentious dingbats in Mythic's holier-than-thou attitudes is either dramatic hyperbole or a fatal methodological flaw. This applies first and foremost to a claque under whose superstitious brand of exclusionism the whole of honest humanity is suffering: Mythic's army of illogical, slatternly yobbos. If you're not part of the solution then you're part of the problem. At the risk of sounding hopelessly belligerent, Mythic sometimes puts itself in charge of challenging all I stand for. At other times, one of its comrades, who are legion, is deputed for the job. In either case, any claim to the contrary is patently false. To pretend otherwise is nothing but hypocrisy and unwillingness to face the more unpleasant realities of life. Let us now exert a positive influence on the type of world that people will live in a thousand years from now because in that is our only hope for the future.

  6. Why oppose it? by MrMista_B · · Score: 1

    Seriously, why?

    Players obviously want to do it.

    Is it just a matter of developers wanting to be cocks to the people who are already /paying them money/ to play their game?

    1. Re:Why oppose it? by NonSequor · · Score: 2, Informative

      Some players want it. In my experience, most hate it.

      --
      My only political goal is to see to it that no political party achieves its goals.
    2. Re:Why oppose it? by Anonymous Coward · · Score: 0

      Is it just a matter of developers wanting to be cocks to the people who are already /paying them money/ to play their game?

      Really? That's the best explanation you could come up with? How about developers wanting to ensure their game is a level playing field, rather than having it devolve immediately into "more money = better player"?

      There are plenty of MMO players who want to cheat, as well - should developers allow them to do that, since these players are already paying them money?

    3. Re:Why oppose it? by Thanshin · · Score: 4, Interesting

      I suppose it's for the same reason they can't sell the gold themselves.

      Players who don't want to buy gold feel at a disadvantage and quit.

      And when the majority quits, the game dies.

    4. Re:Why oppose it? by Runaway1956 · · Score: 1

      In extreme cases, it totally screws up the economy. The very best armor becomes so expensive that a new player will never afford it without resorting the some measure that violates the TOS/rules of the game.

      In other cases, the developers are just being dicks. They have a narrow view of how the game should be played, and anyone who sees beyond that view is guilty of "exploiting" the game.

      In the case of Runescape, they CLAIM that all the gold making drones were located in China, and that the drones were employed by the Chinese government, to benefit that government. The drones made almost nothing, while the government reaped millions of dollars, all at Jazex' expense.

      Without access to Jagex' logs, I can't call them liars, but, there are things that I don't much like about them.

      The fact is, they have a new chief, and some past decisions are being changed. For better or worse, it's hard to say right now.

      --
      "Windows is like the faint smell of piss in a subway: it's there, and there's nothing you can do about it." - Charlie Br
    5. Re:Why oppose it? by Anonymous Coward · · Score: 2, Interesting

      I have to say, I'm incredibly dubious of that bit about Runescape in the summary.

      In fact, a former Jagex source tells me that when Jagex banned all IPs connected to gold selling, 'they lost 10 per cent of their membership, and still haven't recovered in terms of numbers since they did it two years ago. Even though they have almost stopped gold selling in RuneScape, it has cost them two million active accounts; i.e. there were four million players, there are now two million players, of which less than one million actually subscribe.'

      For a start, by what manner of confused mathematics does two million out of four million consitute 10 per cent? Or is the claim that they lost 10% of their paying subscribers, and then a whole ton of players who were not paying them any money anyway? In any case, I think this chart should tell you everything you need to know about how well Jagex has recovered from this "setback". They've shown a considerable growth in the aftermath of the gold selling cull, because gold selling really was having a massively negative effect on the in-game economy. And a current Jagex source tells me that their non-subscriber membership has seen even greater growth. Quite a few of these players then do go on to subscribe. I'm honestly entirely confused as to how anyone could claim that this was somehow a loss for Jagex. In every MMO that I have played, any time the developers have taken action against gold selling, it has been an unequivocal win for the developers, for the players, and for the game as a whole.

    6. Re:Why oppose it? by jandersen · · Score: 1

      Why? Well, a game should be - a game. That is what most people expect, I think, that it is simply a game, something fun to do for a while instead of watching tv or going outside on a rainy day.

      I find it highly dubious that "players obviously want it" - gold farming is similar to cheat sheets and drop stealing (in games where you fight monsters, they drop something and then somebody else steals it). If you are playing alone and don't have the patience or talent to do well in the game, perhaps it is OK to cheat, but in MMORPGs most people just want to get to higher levels by doing the work themselves; it gives a sense of achievement. And of course, skipping over doing it yourself means that you loose out on what is supposed to be the fun part: playing the game. If you buy yourself a highlevel character, it's like buying someone else's holiday pictures and bragging about how great it is to have those photos.

    7. Re:Why oppose it? by Morlark · · Score: 5, Insightful

      Developers being cocks? Sorry, I actually facepalmed when I read that. I take it you've never played an MMO? Gold selling thrives in MMOs because, at the end of the day, there is one fundamental truth that applies both in and out of game: (some) people are stupid. Gold selling has a noticeable and significant negative effect on the game. Sometimes this means they've got their bots out keeping a given zone completely barren of mobs, so that any actual players who want to do anything in the zone are unable to do so. Sometimes it means that the gold sellers flood the auction house with the items they have farmed up, meaning that any legitimate player who wants to sell some items for a bit of gold can't do so because the going rate for those items is so low that they can't turn a profit. On the flip side, the people who have bought gold now have so much money that the market price for other (non-farmable) items goes through the roof, meaning that honest players can't afford the things they want. Gold selling absolutely ruins the in-game economy, which makes the game a lot less fun for everybody, and that means the developers lose subscribers. That is why.

      In fact, in recent years, things have got even worse. As the developers get better at spotting the behaviour of the gold sellers' farming bots, the gold sellers change tactics. Instead of targeting the game, they target the players - through various trojans and keyloggers and whatnot, they compromise a players account, strip it bare of gold and items, and then sell the proceeds on to other players. Of course when the player discovers this, they immediately go crying to the devs demanding that their items and gold be restored. The dev company then has to spend god knows how much on employing extra customer support staff to deal the player's own lax account security. That is a direct cost to the dev company caused by gold sellers. The claim that the developers are being cocks by protecting the interests of both themselves and the players is laughably ignorant.

      Allow me to finish up with a little personal anecdote. An acquaintance of mine in WoW once had his account compromised by gold-sellers. I don't know how, since he's usually a fairly tech-savvy person, but everyone slips up once in a while. The gold sellers stripped his character completely clean, took everything he had, and passed it on. When he finally got his account back, and was waiting for his items to be restored, you know what his first response was? He went straight to the gold sellers and bought some gold, to cover what he had lost. Yup, he went to the very people who had stolen his (imaginary) gold, and paid them real money to get it back. And he never once made the logical connection that the people who had taken his stuff were the same people he was dealing with. The average person really is that stupid.

      It's only a minority that actually does buy gold, so you can't even claim that "players want it". But when the developers have to fight an uphill battle against both the gold sellers and that stupid minority, so that they can improve the game for those very same players, you do have to have a bit of respect for what they do.

      --
      Santa's suicide mission go!
    8. Re:Why oppose it? by Mcgreag · · Score: 1

      Why? Because 3rd party gold sellers are no saints.

      If you think they are just macro farmers using normal payed or trail accounts then think again. Account hacking is the norm and when they do pay for accounts they are payed for with stolen credit cards, or with real cards where they after having received and used the game time they go to the bank and says they didn't receive the service. The bank issues a charge back and the MMORPG owner won't get any money and get higher CC transaction fees and penalties from the bank in the future due to the large number of charge backs.

      Check the second half of this interview with the CEO of SOE if you don't believe me.
      http://www.massively.com/2008/01/14/a-ces-interview-with-soe-ceo-john-smedley-pt-2/

      So please think again before using a 3rd party gold seller service in any game in the future. These people won't think a second about hacking your account to steal the gold back or use your credit card to pay for more farming accounts.

    9. Re:Why oppose it? by Alarindris · · Score: 0, Flamebait

      Sometimes this means they've got their bots out keeping a given zone completely barren of mobs, so that any actual players who want to do anything in the zone are unable to do so.

      In four years I've never seen it or heard of it.

      Sometimes it means that the gold sellers flood the auction house with the items they have farmed up, meaning that any legitimate player who wants to sell some items for a bit of gold can't do so because the going rate for those items is so low that they can't turn a profit.

      That's counter productive on the farmers part. Why would they want to sell it super cheap rather than the actual market price? Makes no sense.

      On the flip side, the people who have bought gold now have so much money that the market price for other (non-farmable) items goes through the roof, meaning that honest players can't afford the things they want.

      No. If it's overpriced, less people will buy it and the price will go down.

      It sounds like you actually have a problem with people cornering markets, not gold farmers.

      Also, shame on you for making up that anecdote about your friend. They don't need your account info to trade gold (it's either mailed or you put up a shitty item on the auction house for whatever amount of gold you bought). Or your friend is certifiably retarded.

    10. Re:Why oppose it? by plasmacutter · · Score: 3, Informative

      I'm sorry but most of the market destruction on my realm is from no-lives who farm up everything then undercut with auctioneer until crafteds pull in less than 1/4 of their mat costs.

      --
      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    11. Re:Why oppose it? by Quothz · · Score: 1

      Why? Because 3rd party gold sellers are no saints.

      No, that's not a good reason. If gold selling is allowed, then it would be trivial to buy through trusted third-party sites like eBay (although eBay's terms disallow that right now) or from the game company itself.

      There are lots of good reasons not to have gold selling, mostly relating to perceptions of integrity and fairness by the player base and developers. Especially in smaller games, some semblance of market stability is a consideration, as well.

      Many Chinese MMOs sell gold directly and some do quite well at it, so there's prolly a market in the West for such a thing (but I won't be part of it). Items purchased for real money and fungible in game, like EVE's not-so-innovative PLEXen or the Kingdom of Loathing's Item-of-the-Month are a compromise (particularly in a self-styled casual game like KoL).

      Do I have a solution? No. Although I think the market is ripe for a major western MMO with gold selling as a profit center. With luck, it'd draw enough gold buyers out of other games to make spamming/farming less tenable.

    12. Re:Why oppose it? by AmiMoJo · · Score: 2, Insightful

      The problem is it creates an uneven playing field. Players who can afford to spend real money buying gold get ahead of those who cannot, until it creates a situation where you pretty much have to pay for gold to keep up with the other people in your guild or spend many, many hours grinding. At that point you realise that either you are spending far too much money on the game or far too much time grinding the game and cancel your subscription.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    13. Re:Why oppose it? by Fex303 · · Score: 0
      Seems like you're the one who is 'certifiably retarded'.

      Sometimes this means they've got their bots out keeping a given zone completely barren of mobs, so that any actual players who want to do anything in the zone are unable to do so.

      In four years I've never seen it or heard of it.

      Try playing WoW. It's been a couple of years but I used regularly come across level 60s grinding mobs around level 40. And the same toon would be doing it for DAYS. Either being played by gold farmers or a bot, I don't know, but they wouldn't talk to me, and when I had a quest that involved me having to kill the same mobs, it was difficult to find them, since they were all already dead.

      Sometimes it means that the gold sellers flood the auction house with the items they have farmed up, meaning that any legitimate player who wants to sell some items for a bit of gold can't do so because the going rate for those items is so low that they can't turn a profit.

      That's counter productive on the farmers part. Why would they want to sell it super cheap rather than the actual market price? Makes no sense.

      Supply and demand. If there's lots of an item being farmed, then the market price drops. Come on, this isn't exactly hard.

      On the flip side, the people who have bought gold now have so much money that the market price for other (non-farmable) items goes through the roof, meaning that honest players can't afford the things they want.

      No. If it's overpriced, less people will buy it and the price will go down.

      No moron, the price goes up because a minority of people have bought themselves a pile of gold and will bid stupid prices on these things on the auction house. Meanwhile, the people who don't buy gold can't afford the items any more. It's like if 10% of people suddenly had 10 times more money - you can bet property prices would go up in response.

      Also, shame on you for making up that anecdote about your friend. They don't need your account info to trade gold (it's either mailed or you put up a shitty item on the auction house for whatever amount of gold you bought).

      See, now I'm not even sure if you're really this dumb or you're just trolling. The goldfarmers hack your account, then they sell your gear for gold, which they in turn sell for real money. They don't steal from their customers - they steal from EVERYONE - at least everyone unfortunate enough to have their account compromised.

    14. Re:Why oppose it? by Alarindris · · Score: 1

      Try playing WoW. It's been a couple of years but I used regularly come across level 60s grinding mobs around level 40. And the same toon would be doing it for DAYS. Either being played by gold farmers or a bot, I don't know, but they wouldn't talk to me, and when I had a quest that involved me having to kill the same mobs, it was difficult to find them, since they were all already dead.

      Played for the last 4 years. Never seen or heard of it.

      Supply and demand. If there's lots of an item being farmed, then the market price drops. Come on, this isn't exactly hard.

      Exactly. When an item drops to a point to not be profitable, why would you keep grinding it?

      No moron, the price goes up because a minority of people have bought themselves a pile of gold and will bid stupid prices on these things on the auction house. Meanwhile, the people who don't buy gold can't afford the items any more. It's like if 10% of people suddenly had 10 times more money - you can bet property prices would go up in response.

      No, the price won't change much. You were talking about non farmable items, meaning gear I'm assuming. You only need to buy it once, the price doesn't fluctuate at all really. Cloth and other items bought in bulk do though. And 10% of players don't buy gold, its probably more like 1% or .5%, which doesn't matter. Also, other players who sell X item profit from it too, the money doesn't disapear.

      See, now I'm not even sure if you're really this dumb or you're just trolling. The goldfarmers hack your account, then they sell your gear for gold, which they in turn sell for real money. They don't steal from their customers - they steal from EVERYONE - at least everyone unfortunate enough to have their account compromised.

      And how do they hack your account? Magic?

    15. Re:Why oppose it? by fractoid · · Score: 1

      Actually, if it's overpriced, more people will farm it until the supply rises and prices drop. I have, personally, had trouble with bots before; at one point the quest I was trying to do required a drop off a mob type that two levelling bots were camping, and (being bots, and in the states, and thus having superhuman reaction times) they managed to tag every single mob before it spawned on my screen. I ended up having to skip that quest for a couple of days until they moved on.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    16. Re:Why oppose it? by Alarindris · · Score: 1

      No. People that play the auction house don't make money by undercutting. They make money by buying undercut items and selling them at the market value. The undercutters are the people who are actually grinding things and have no patience to sell stuff for what it's actually worth.

    17. Re:Why oppose it? by Skuld-Chan · · Score: 1

      Well think about it - gold farmers are using bots to farm this money 24-7 - its an artificial money supply injected into the game (because no one player actually earned it).

      Which causes the money to be worth less.

      WoW already has a pretty terrible economy where nothing sold is actually worth the effort to farm it. I honestly think its cheaper just to buy materials/potions etc from someone than to put the effort into getting the stuff yourself.

    18. Re:Why oppose it? by Mcgreag · · Score: 1

      Just because the game have legitimate gold selling doesn't mean there won't be shady 3rd party sellers going for a lower than the official price. If you think that EVE's plex selling removed the hacking 3rd party sellers you are sadly mistaken. Reduced them a bit sure, removed them no way. Fact of the matter is that 3rd party gold buying is a huge gamble where you are not only gambling your game account but the content of your bank account and the existence of the game itself.

    19. Re:Why oppose it? by TechnoFrood · · Score: 1

      CCP (the makers of EVE) are really tough against in game currency sellers, however they also allow people to pay for their subscriptions with in game currency. This is done using game time cards, and the providers for the time cards for the people who are buying with in game currency? Other players.

      Basically you buy a time card with real world money from a supplier, then post a listing on EVE forums (or you can advertise in game, or anywhere else I guess), with what you are expecting to get in in game currency (the average seems to change with the economy in EVE, current average is 600 to 650M ISK an amount which is close to getting you a smaller capital ship minus fittings), someone will usually respond soon, you then HAVE to use CCPs official escrow system (to protect both parties, they monitor large cash transactions where no goods or services have been traded), where by you enter the time cards code the buyer and price, the buyer then has to accept it and if they do you get the in game currency from their account and their account gets the time allocated to their account.

      A rather round about way of doing it, but the price of the time cards in game currency is pretty much decided by the in game economy and what people think is a fair price. There doesn't seem to be much moaning from players who don't do it, plus it has the advantage that if you can generate enough in game currency you can essentially play with no subscription fee. Of course to do that (at the moment you need 600-650M ISK every 60 days) you would have to spend a huge amount of time playing EVE (from my experience, I stopped playing a while ago, but have friends who still play and am informed the new wormhole exploration is very profitable).

    20. Re:Why oppose it? by KingSkippus · · Score: 1
      From grandparent post:

      See, now I'm not even sure if you're really this dumb or you're just trolling.

      I'm leaning towards both. We've got someone who doesn't understand basic economics or security compromises petulantly digging in when they're clearly wrong. You'd do well to stop replying to the troll before the "conversation" devolves into them sticking their fingers in their ears and singing "la la la la laaa..."

      Anyone who doesn't grasp how gold farming is bad for a game is either profiting in a gold farming company or an imbecile.

    21. Re:Why oppose it? by Alarindris · · Score: 1

      Oh I understand. Inflation is no good for anyone. It's just not as big of a problem as it's made out to be. At least in WoW. The only edge it will get you is craftable items, twinks, and less time spent supporting a raiding habit.

    22. Re:Why oppose it? by ergean · · Score: 1

      So true... when I start on a server I usualy just work hard to make the first gold... or beg for it. What ever is my mood. After that I go strait for lowest ore... if is cheaper then the bar, I turn it into bars. If not I buy what ever is under a certain price and sell everything at that price. Usually I can corner the market for lower ore in a few days and make around 50 gold in 24-48 hours from starting on that server. After that is buying and waiting for the stupid players to put high prices due to lack of resources. And sell well below that. And you can move on and make loads of money with other items. The start is the hardest.

    23. Re:Why oppose it? by weave · · Score: 1

      Your statement doesn't make sense. If the players are undercutting mat prices then that drives the cost for them down, not the crafted items.

      But it is aggravating to me that a crafted item sells for less than the mats to make it. I think that is you have a lot of people rolling Death Knights simply to use them to learn new professions without having to grind up a normal alt. They then go to the AH and buy up all the low level mats simply to level up professions quickly.

      Copper ore is about 1g a pop on my server. That's insane. I've told new people that just start to take up mining until they get about level 20 and then switch to whatever profession you want. They all make a decent chunk of gold right away. When I started, getting 100g for my first level 40 mount was very difficult. It came down to either spending money for training or my ride -- kinda like real life, actually!

    24. Re:Why oppose it? by thesandtiger · · Score: 1

      I think you overstate the case for the "damage" gold-selling does, and there are ways to make gold-selling less impactful on a game. I will actually suggest that WoW is a game where gold-selling is, in fact, not causing a disaster to the economy. Before you die laughing, let me explain:

      Virtually every high-end item worth having is either Bind on Pickup or an item earned from turning in quest/dungeon/raid drops. There are very few items that can be bought and sold between players that are as good or better than those dungeon/raid drops - and those items are so highly prized and so difficult to get that they simply don't make up any real portion of the economy. It's like how Ferarri and Lamborghini are irrelevant to the car market.

      The things people buy gold for are stuff like epic flight or the teleport ring. Epic flight doesn't let a player do anything (except a few quests) that regular flight does, it just gets a person from point a to point b in less time. The teleport ring just lets a player go home an extra time (and has some nice stats, but roughly equivalent stats are available through raiding, IIRC). Neither of those purchases puts gold into the hands of other players - it takes gold out of the economy. Both of those items just make things a little less inconvenient for players (letting them get to a raid quicker, more or less, but even then, there are other ways that are quicker still, like summons etc).

      The market for crafting components gets a bit of a beating - I've seen people buy a couple thousand gold to max out a crafting skill - but even so, it's still possible for non-gold-buyers to participate in that market because they can sell basic materials they don't use for high prices and then fund their own crafting binges. In other markets, the farmers create such a glut of certain materials that they aren't profitable for people to sell, but that doesn't force people to buy gold - just the opposite.

      As far as farmers causing zones to be unplayable for others, that's simply not true. It's actually more cost effective to farm in instances now - a level 80 in nothing but quest blues/reputation items/craftables is able to easily solo some of the old dungeons. Since those are instanced it doesn't interfere with other players. When I need money, I'll grab my paladin (who's an engineer and can open locked chests) and blast through Ramparts. My paladin is 80, geared in nothing but craftables, easy reputation items, and quest rewards. Professional farmers can easily have characters at least that powerful.

      In other games, yes - gold selling can wreck the game, but I'd say that it's easier to redesign the game to make gold-selling and buying essentially pointless or low impact rather than to expect people to change their behavior.

      Never bought or sold gold myself, but then I also am pretty good at working markets in games to make money, or just farming it up for myself. And, it turns out, that the games in which gold-selling can cause problems are the kinds of games I just don't enjoy.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    25. Re:Why oppose it? by Anonymous Coward · · Score: 0

      See, now I'm not even sure if you're really this dumb or you're just trolling. The goldfarmers hack your account, then they sell your gear for gold, which they in turn sell for real money. They don't steal from their customers - they steal from EVERYONE - at least everyone unfortunate enough to have their account compromised.

      And how do they hack your account? Magic?

      There are at least a couple of what I'll call "incidents" in WoW where known Windows exploits using graphics/flash were used to place targeted advertisements on popular WoW affiliated UI sites (NOT sites that supported gold selling BTW.) Due to the nature of the exploits merely viewing a page containing the exploit graphic/flash with a vulnerable system got your ass pwned.

      Once your ass was pwned you had a nice little keylogger which of course would snatch your WoW login and passwords and pass them on to the gold sellers who'd then use them to access your account and strip your toons of gold and shard your valuable gear for enchanting materials.

      Also as an added bonus these sort of exploit-laden graphics/flash were also present on gold seller sites themselves. So if a prospective customer with a vulnerable system visited... muwahahahaha.

    26. Re:Why oppose it? by thesandtiger · · Score: 1

      Everything other than pure skill creates an uneven playing field, pretty much. So many other things go on outside the game:

      Have a fantastic connection with low latency? Unfair to those on dial-up or those with awful latency!

      Have a great computer that lets you run at high settings with no stutter (so you can see spell effects easier/make out what people are equipped with)? Unfair to those with crappy video cards or low-end systems!

      Have programming skill that lets you write UI mods that make certain elements of the game easier? Unfair to people who don't have those skills!

      Have 10 hours/day to do nothing but play the game? Unfair to people who have to work for a living or have other obligations!

      Have a fantastic job that pays well so dropping a couple hundred on in-game gold or items is a trivial expense? Unfair to people who are unemployed or have shit jobs!

      The proper way to handle the problem is not to try to change people's behavior, but to design the games in such a way that the effect of external influences is minimized. To deal with all of the "unfair" situations above, this kind of redesign would be:

      1) Don't make twitch responses necessary - give a decent window before moves and counter-moves need to be executed, and make gameplay more dependent on using proper tactics than on being quick.

      2) Optimize the graphics, but also have lower-end textures/models that are unambiguous (even if ugly) as to what they are.

      3) Require that any mods a user runs have their source-code deposited at a central location, and make it available to everyone. If you make a mod, congratulations, welcome to the world of open source software!

      4) Design the game in such a way that playing for 10 hours in a row is, functionally, the same as playing for 10 hours an hour at a time - in other words, eliminate camping, make quests work in stages, make it very clear before starting a quest if there is a time-limit or not so that players will be able to know beforehand whether or not they have the time to do it, etc. So yeah, someone with 70 hours a week in game will still be ahead of someone with 7 hours/week in game, but two people with 700 hours will have had the same opportunities to benefit.

      5) Design the game so that having scads of gold/currency is not imbalancing. Make the best items in the game obtainable only through questing or actual game-play rather than purchasable with a sellable currency (and remember to keep this along with rule 4 above, so that even people who can only play an hour a day can eventually get that good stuff, even if it will be obsolete due to expansions by the time they get there)

      If game designers did these things, it would make gold-selling essentially irrelevant, allow for all kinds of different external situations without imbalance.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    27. Re:Why oppose it? by Hubbell · · Score: 0

      There's no twitch gameplay in WOW, are you kidding me? Twitch is what was in Asheron's Call and now Darkfall where you can manually dodge incoming attacks, as well as use superior tactical positioning to fight monsters and other players as well as simply against superior numbers. There's 5 of you and 20 guys coming? Get in a house or tower with 1 entry point and use it as a chokepoint. Gold selling is rampant in games with safezones and consensual pvp, in a game with FFA pvp, full loot, and no safezones, you are unable to do this the way they do it in WOW and other games.

    28. Re:Why oppose it? by Amasuriel · · Score: 1

      Funny, the opposite is why I bought gold when I played WoW.

      My friends that played, played for 5-6 hours / day. I was already married with a job, so I could play 1-2 hours some days.

      So How did I keep up with level? Powerlevelers. How did I get potions etc for raids? Gold sellers.

      The reality is that either way (gold purchased or time spent) the players who can't do what you are doing feel disgruntled and quit. If WoW's population was more busy people than teenagers and college students then I don't think you would see the same outcry against gold...but you might see more about people being rewarded for being able to spend 6 hour chunks in front of the game.

    29. Re:Why oppose it? by clone53421 · · Score: 1

      they lost 10 per cent of their membership ... it has cost them two million active accounts

      One "member" (paid or free) can have many "accounts".

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    30. Re:Why oppose it? by Bio)-(azard · · Score: 1

      Although I see your argument, I disagree somewhat. There is no need to 'farm' gold at all. The only 'need' for gold is repair bills. Having a bank full of gold isn't going to make you compete better in the guild.

      Playing the auction house is a more advanced part of the game which I do enjoy. There is absolutely no 'need' for a new player to even step foot in the auction house. Level 1-80 can all be done very easy without every purchasing a single item.

      There are those they say "But I need that item" or I "need to farm gold" to even play the game. This is so untrue on all levels. What most of these players mean is "I want the best of everything and not have to work for it". I don't begrudge you of that at all. You pay your fee and want to play the game your way. In that case, go buy your gold. I know many people that have for a variety of reasons.

      I think a lot of blame gets put on the game developers for gold sellers. In fact, the reason there is such a market is there are people that just don't have the time or patience to earn it themselves. They pay their subscription fee and expect to play end game content without the little extra time it takes to earn it. This market will always exist.

    31. Re:Why oppose it? by Morlark · · Score: 1

      Oh sure, it's not a problem now, because Blizzard have rather cleverly moved all the important stuff onto non-purchasable alternative currencies. Back at 60 it was a lot worse though. It's actually an example of one of the many steps Blizzard have taken in their endless fight against the gold sellers. The fact that you don't complain about inflation these days shows just how successful it's been.

      --
      Santa's suicide mission go!
    32. Re:Why oppose it? by clone53421 · · Score: 1

      So what you're saying is... unless you played 5-6 hours a day, there was nothing fun to do in-game because the people who could play that much were so much better than you and were so far ahead?

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    33. Re:Why oppose it? by Anonymous Coward · · Score: 0

      I've been in WoW since day one. I've seen farmer bots in every zone. One example that stands out was a warrior that ran a certain circle in Swamp of Sorrows, killing whelps (baby dragons). These are needed for quests. When the bot was first placed, I happened to be there, and it was an Alliance toon. It was my level, and it attacked my Horde toon and I barely managed to kill it. It res'd a minute later, after running back from the graveyard, and then started running in the circles again. I avoided it mostly, but it did kill me again a couple of times, costing me a lot of time and hassle.

      A few days later I was able to play again. It was still there. Running in the same pattern, attacking only whelps and opponent players, skipping anything else unless it was attacked. It would kill each whelp, loot it, and skin it. Within that few days, it had risen from a few levels below the whelps to 10 levels above. I brought a larger character over and killed it a few times, and a lvl 60 Alliance came over, killed me and then stopped next to it for a couple of minutes. The bot also stopped. I suspect he just transferred all the leather and loot from the bot to his bags. Then the bot took off on its route, and he rode out of the zone.

      I logged in early on Saturday morning, and attacked his bot a few times with my 50, and kited it to nearby crocodiles that agro'd to it and killed it. I did it so much that the whelps 10 levels below were able to kill it when it attacked them, which means that all its armor was broken, and the farmer was going to have to pay for repairs to its armor.

      I did that again the next Saturday for giggles. A couple of weeks later, a guildie was complaining that an Alliance warrior was killing him over and over while he was trying to get those same whelps for his quest. I went to help, and it was the same bot, still stuck at the same level. I reported it to Blizzard, with details of how long it had been there, etc. Three weeks later it was gone.

    34. Re:Why oppose it? by schlick · · Score: 1

      Things cost less than the cost of their mats because the item cost is subsidized by the players in order to get skill points.

      --
      "It's because they're stupid, that's why. That's why everybody does everything." -Homer Simpson
    35. Re:Why oppose it? by CyberNigma · · Score: 1

      as opposed to the current philosophy of "more time = better player"

      neither option is perfect, a balance would be better.

      back in the day skill or luck used to play a big role in games, when they remove skill then you have a conundrum such as this.. people with lots of time usually have limited cash resources (someone will read that and not understand what 'usually' means). people with lots of cash (read: not parents cash which would put them into the first category, in order) usually don't have nearly as much time as the first category because their time is spent earning that cash to pay bills or support their family..

      TIME = MONEY, they are essentially the same exact resource in two different forms. think of them as energy and matter if you will. resource X

      basically as it stands now in both MMOs and Collectible Card Games, one side usually has a shitload more Resource X than the other side, making it a rather unbalanced game.

      In MMOs Resource X is in the form of time, whereas if you don't have X in that form you are at a disadvantage.

      In CCGs Resource X is in the form of money, whereas if you don't have X in that form you are at a disadvantage.

      I don't know of a way to fix the CCG issue and still have a business strategy for them, but since business strategies are about money, the MMO issue could be fixed, assuming they didn't go overboard. neither version of Resource X should net you endgame stuff.. In a game that should always be Skill. A person that is highly skilled in the game (through practice or just being a natural) should be able to come in and succeed at the endgame stuff after investing Resource X in either form. a person without sufficient skill should not be able to come in and succeed at the endgame regardless of how much Resource X they put into the game..

    36. Re:Why oppose it? by CyberNigma · · Score: 1

      I would say that gold farmers are detrimental (if even then), not gold selling. The maker of an MMO selling gold/items via RMT is a lot different than gold farmers doing it outside the ToS.

    37. Re:Why oppose it? by theangrypeon · · Score: 1

      most hate it, but enough people want it that there are business raking in tons of money solely on catering to those "some".

    38. Re:Why oppose it? by sabt-pestnu · · Score: 1

      And how do they hack your account? Magic?

      1) "Level grinding services" - amazing how willing some people are to provide an account name and password. And for those who take their account back and change the password...

      2) Brute force guessing - I would be surprised if there are no bots that locate a random account name, then (over days or weeks, even) brute force passwords. Once a weak password is broken, loot and scoot.

      3) Trojan horses - not all WOW Addons are reliable. And when the addon is reliable, the "installer" may not be. One Keylogger later, your account is pwned.

      4) OS exploits - at least one case that I know about, a video linked to on some forum had an exploit attached.

      So: yes, to the non-technological person, by magic.

    39. Re:Why oppose it? by Alarindris · · Score: 1

      Sure, those are ways to hack an account. But I don't see how buying gold would facilitate any of those, which was my point.

    40. Re:Why oppose it? by Anonymous Coward · · Score: 0

      Seriously, why?

      Players obviously want to do it.

      Is it just a matter of developers wanting to be cocks to the people who are already /paying them money/ to play their game?

      It's a matter of how many players really want it, vs. how many players it will drive away.
      There is also the issue of automatic inflation in the game economy when people can just click to add gold.

      A game like WoW could add micro-payment systems that would let you just straight buy gold for real cash. The gold-sellers would go out of business overnight.
      However, a very large portion of the player base will leave, and the remaining population will be subject to rampant inflation, until it gets to the point where even to most basic item will require gold-purchasing. Eventually, it will simply be a pay-for-level.
      I'm not saying that type of game can't work, but it requires a completely different system of economics to be built from the ground up.

      Think about it also from this point of view- most people who will buy from a goldseller are not interested in long-term play. (I said most, not all) The beancounters are happy to cater to people who will put in 6 months to a year on a game, who will add to the game community, etc. They aren't interested in the gold-buyer market because those players tend to be of the flash-in-the-pan variety. Sure you can milk some quick cash off of them, then they destabalize the economy with purchased gold, and leave the game quickly because they are "bored".

      To put it simply- some games can benefit from a micropayment system, provided it is planned & balanced properly.
      Many games simply can't deal well with it- not only does it mess with the economy, but the gold farmers tend to over-camp all the good spawn points.
      Suffice it to say that few, if any, existing games can adapt to a goldseller-friendly setup. Most would require massive fundamental game redesign- everything from quests, goals, item costs, rewards, loot drops, leveling, etc.

      In my personal opinion, the fundamental issue with gold-selling is that gold only exists in games as a number. There isn't any actual item for the gold, it's just "money". In my mind, games need to look at going with a system where the money takes up space in inventory, and isn't just a number that floats around next to the character stats.

    41. Re:Why oppose it? by shentino · · Score: 1

      Demand for a gold seller's business drives up incentives for gold sellers to hack accounts.

      To a gold seller, hackable accounts are a resource they are happy to exploit to get gold to sell.

      So, gold buyer -> gold seller -> hack account.

  7. Re:That summary literally sucks by Majik+Sheff · · Score: 1

    Let me be the first to say:

    WHAT?

    --
    Women are like electronics: you don't know how damaged they are until you try to turn them on.
  8. MMORPGs and the 'Something Shiney Effect.' by KyoMamoru · · Score: 2, Insightful

    MMORPGs as a whole are designed to spread content through the level range, where equipment is relatively scaled to what you need at the time. In WoW, you can easily survive till level 50 by just using the loot that you find on enemies you defeat. If you stick with the quests that are given, you get great level specific hand outs. Unfortunately, once through in the existence of a higher level, players will not care about the content that they are already in. It is this style of player that is prayed upon by the Gold/gear sellers. They want to experience the high end of a game, and don't care at all about the low end. They do no care about the quality of the level 10 quests, or anything else that doesn't gratify them instantly. No matter what a game developer does, they will never be able to prevent this manner of thinking without abolishing the entire working model of an MMORPG. People love progress. They love the thrill of leveling up and gaining near gear. Gold Farming is just an byproduct of the system.

    1. Re:MMORPGs and the 'Something Shiney Effect.' by Alarindris · · Score: 1

      In WoW, you can easily survive till level 50 by just using the loot that you find on enemies you defeat. If you stick with the quests that are given, you get great level specific hand outs.

      Works till 80.

      Unfortunately, once through in the existence of a higher level, players will not care about the content that they are already in. It is this style of player that is prayed upon by the Gold/gear sellers. They want to experience the high end of a game, and don't care at all about the low end. They do no care about the quality of the level 10 quests, or anything else that doesn't gratify them instantly.

      Sounds like you've never raided. I'd hardly call working on a single boss 3-4 hours a night, 4 nights a week for a month instant gratification.

    2. Re:MMORPGs and the 'Something Shiney Effect.' by Anonymous Coward · · Score: 0

      Sounds like you've never raided. I'd hardly call working on a single boss 3-4 hours a night, 4 nights a week for a month instant gratification.

      Sounds like you've never played in Wrath of the Lich King, raiding is so easy, it's boring.

  9. Star Wars Galaxies by Anonymous Coward · · Score: 0

    Fixed this problem by introducing the CCG to the gameverse, sure you still get people trying to spamsell you credits but many folks now instead by packs of the ccg cards using in game credits despite having purchased the ccg packs with real actual money.

    Thus far SOE have accepted this as allowed.

  10. A different point of view by Thanshin · · Score: 2, Insightful

    How much people would play chess if players could pay 20$ to change one of his pieces into a queen?

    Chess is an extreme example but the point is, some people play to compete. Maybe not in a direct confrontational way but they like getting some kind of advantage by playing "better".

    Having people who directly buys advantages in the game makes it less interesting for the competitive players.

    Usually, there are more competitive players than players willing to spend money for an advantage, and the game creators try to keep the bigger group.

    If the spending players weren't heavily outnumbered they'd be a better marketing target and more games would be based on the "Buy the better gun" model.

    1. Re:A different point of view by Boronx · · Score: 1

      I don't understand this attitude if any amount of gold can by had simply by spending enough time to gather it. What possible difference does it make to any competition between you and someone else if instead of spending a year mindlessly grinding for gold, he paid someone a hundred bucks for it?

    2. Re:A different point of view by wisdom_brewing · · Score: 1

      take a look at competitive team sports... basketball, baseball, american football, regular foodball (soccer if you wish)... do teams spend money to put them at an advantage?

      as will all things the main thing is to maintain some sort of balance.

      as long as the rules are optimised to maximise enjoyment for the most people i'm happy with that.

      i just wish people were more reasonable... oh well...

    3. Re:A different point of view by Thanshin · · Score: 1

      What possible difference does it make to any competition between you and someone else if instead of spending a year mindlessly grinding for gold, he paid someone a hundred bucks for it?

      The differece is that some people consider time as one of the optimizable factors. So, if they do the same in less time it's as valuable as doing it better. For example, being the first to reach a certain point.

      Aparently, unlike the world outside, being the richest in the server is considered less of an achievement.

    4. Re:A different point of view by jamesh · · Score: 1

      Chess is an extreme example but the point is, some people play to compete. Maybe not in a direct confrontational way but they like getting some kind of advantage by playing "better".

      Where's BadAnalogyGuy?

      The best I can come up with is that your analogy sucks and it's more like paying someone to set up the chess pieces for you before a game and pack them up for you afterwards so that you can spend your time playing the game without mucking around with the fiddly stuff.

      The solution, as someone else pointed out, is to make earning gold more fun or competitive too so that there isn't a perceived distinction between "earning gold" and "playing the game".

    5. Re:A different point of view by Andy_R · · Score: 2, Insightful

      In Runescape, the difference was that gold seller controlled bots made it almost impossible for human players to compete for certain resources.

      If you chose to ignore the fun parts of the game and did the boring grind through 60 levels of woodcutting in the free version of Runescape, you could eventually unlock the highly profitable ability to chop yew logs... but you'd find that every yew tree in the game was surrounded by dozens of bots, meaning you had little chance of actually getting any logs.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    6. Re:A different point of view by Anonymous Coward · · Score: 0

      You've never earned anything in your life have you?

    7. Re:A different point of view by LordLimecat · · Score: 1

      Except that its really not, because with more gold you really can buy better pieces of gear, and for a good while now that's been true--from BC where you could buy mats for high end craftables (the ones using nether vortexes, or sunmotes), and now in WotLK where you can probably purchase ~15-20k worth of high end gear (the kirin tor rings, the cloaks, various other pieces of craftables).

      The fact that you can pay someone to get you a high end character, then pay someone to give you gold and use that gold to quickly get up to speed with gear, and then do it with 3 alts, may seem harmless enough--after all, you're just making it more fun for yourself, right?

      Unfortunately, that completely misses what it does for other people. When you are able to easily fork over 2k for $epic_crafted_cloak, the price rises, and others have to deal with it, and we have to either break the rules and spend our own money to break even, or we have to spend days grinding the additional cash to compensate. Further, for raiders, if i have a dps class that I've worked my ass off on, and you roll in with your shiny new bought character with bought gear with the same stats, you've done no work, and can replace me, and cause me to miss out on content that I've worked for. The same is true in arenas--if anyone can snap their fingers, fork over $600, and have an arena-ready mage, that's GREAT! Except now my character is less valuable, and I have fewer potential partners to work with. That's not a problem if you had put in the same amount of effort (or skill) into it, but having paid for it is about the same as the analogy that GP made--instead of working for success in a game, you're paying for it. And that sucks for people who actually spend time trying to get good at the game so they can succeed within the game's rules.

    8. Re:A different point of view by vertinox · · Score: 1

      How much people would play chess if players could pay 20$ to change one of his pieces into a queen?

      There is nothing preventing a player from spending that $20 to buy a book on how to play chess (if if they had deep pockets, maybe take personal training from chess master).

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    9. Re:A different point of view by Boronx · · Score: 1

      OP was discussing buyers, not farmers. If you got rid of gold farmers, you'd still have gold buyers, especially if the company sold gold directly.

    10. Re:A different point of view by AK+Marc · · Score: 1

      Having people who directly buys advantages in the game makes it less interesting for the competitive players.

      But you don't directly compete in a MMO. There are a few "firsts" that someone could do, and almost all (if not all) are unrelated to gold. The only "competitive" players that deal directly with other players in WoW are Arenas, and there are few things that would be best in the Arena that aren't PvP rewards. So again, infinite gold and zero play time would leave you greatly disadvantaged compared to the average player doing it. So again, where is the competitive advantage of gold? Buying potions for raids easier? Making gathering mounts easy? Repair bills and respecs? None of those are competitive advantages, but they are what people are dumping money on.

      So, except for people frustrated that others are doing it and they can't (because of either morals or finances), no one is suffering a competitive disadvantage. Yeah, inflation sucks, but it means that everything you sell is worth more too, so it doesn't harm your gold-making power, just the absolute numbers when you buy and sell things. So if there is some loss when someone else on the server buys gold, I don't see it. Could you explain your reasoning for your statement in greater detail?

    11. Re:A different point of view by Leuf · · Score: 1

      Chess is a bad analogy because everyone who plays chess, whether it's for the first time or the 10,000th, starts with the same amount of stuff. Now imagine that the first time you play chess you only got your king and one pawn, and you had to play against someone else with one king and one pawn 10 times before you earned your second pawn, and then 25 times to get the third, and so on. All the while a bunch of little brats are running around showing off their full set of pieces.

    12. Re:A different point of view by CyberNigma · · Score: 1

      how many people wold play chess if your opponent could make extra moves while you were not there?

      that's a more accurate analogy

    13. Re:A different point of view by CyberNigma · · Score: 1

      *would

      besides, competing against someone that can't play the game as much as you isn't really competing, it's just paying with other players there.

    14. Re:A different point of view by TheSkyIsPurple · · Score: 1

      I'd say buying gold is more like paying to have Chess lessons rather than learn the strategy on your own. It's a way to accelerate through the boring part.

      What you're describing seems more like cheat codes and hacks.

    15. Re:A different point of view by CyberNigma · · Score: 1

      in sports, one team doesn't get to keep playing while the other team takes a break.. dumb analogy. either its a forfeiture or both sides take a break and have equal playing time. TIME = MONEY, MONEY = TIME.. having more TIME gives you an advantage over someone that doesn't. Basically, in many games having more of a resource than someone else means they are handicapped. Congratulations, people that spent their time grinding hours on end to get ahead did so while their competitors were disadvantaged or handicapped.. some achievement.

    16. Re:A different point of view by CyberNigma · · Score: 1

      to add: I think you are right on concerning balance.. a balance being those with time can use that as they see fit while those on the other side of the equation could use that as well (money from time working). The balance would be to skip stuff that's not fun (normally grinding lower level gear or what-not to get to the fun stuff later one) while not giving an advantage to EITHER side.. the endgame should be about skill, regardless of the time you invest or the money you invest.. then again, we're talking MMOs here. look at the other side of the fence.. it's the opposite (but same) argument against those people with money that pay CCGs like Magic:TG. Those of us that can afford it can buy the best cards and keep up. Those that don't have jobs or have more time than work on their hands can't keep up.. It's the same problem, just from a different viewpoint. Neither method is optimal.

    17. Re:A different point of view by murdocj · · Score: 1

      The best I can come up with is that your analogy sucks and it's more like paying someone to set up the chess pieces for you before a game and pack them up for you afterwards

      That's another bad analogy. Buying gold is like having a chess master come in and play the opening 30 moves and get you a big advantage so you can just play the last two move and checkmate.

      (I can't figure out how to work the traditional car analogy in here... maybe you also paid the taxi to bring the chess master in?)

  11. Economics rule. i.e. it is an economic rule by Ontheotherhand · · Score: 2, Interesting

    Economics. the allocation of scarce resource. If it is not limited, then there is no ecomomics.
    In these games, time is the scarce resource, and maybe patience!
    People sell their time (collecting gold or whatever) to people who want it.
    The problem for the Game developer is that they do not have a real economy. (hey, just like the real world!) that is, the money created just appears and floats upward, whereas in a real economy it circulates, and is never "used up" (present circumstances excepted). Unless the game can simulate an economy successfully, then there will always be problems with currency in game.
    This means work, or some simulation of it, which is by definition not that much fun. (software developer excepted, of course). So I would conclude that they are, um, wrong to ban external labour simulating in game labour. so far, the free market has proven to be the most efficient distributor of resources. well, till now, anyhow.

    1. Re:Economics rule. i.e. it is an economic rule by Anonymous Coward · · Score: 0

      The problem for the Game developer is that they do not have a real economy. (hey, just like the real world!) that is, the money created just appears and floats upward, whereas in a real economy it circulates, and is never "used up" (present circumstances excepted).

      Of course you are forgetting that some MMORPGs actually have "money sinks" (from the metaphor of an MMORPG's economy being like a kitchen sink, it has one or more faucets and should have one or more drains). A properly balanced in-game economy needs sinks which remove money from the collective playerbase roughly equivalent to the rate it is generated. This is the real reason for fees like repair costs and rent or maintenance on in-game structures. A bit like taxes though, players often complain about or seek to minimize the sinks they encounter in any MMORPG.

  12. Re:That summary literally sucks by Anonymous Coward · · Score: 0

    It's drivel from the automatic complaint letter generator. http://www.pakin.org/complaint/

  13. Re:That summary literally sucks by Majik+Sheff · · Score: 1

    Ah, thank you. Successfully trolled I suppose.

    --
    Women are like electronics: you don't know how damaged they are until you try to turn them on.
  14. Talismans? by Pinky's+Brain · · Score: 2, Informative

    The patch before the last was pretty much an invitation to gold sellers ... the last patch made the prices a little more sane, but some of the higher level ones are still only affordable by people who abused the crafting opportunities early in the game to stockpile and sell after the last patch. Mythic created a large number of very wealthy players who will be soaking up anything valuable for quite a while and driving up the prices.

  15. Shoulda listened to Mom by dexmachina · · Score: 1
    TFA:

    when Jagex banned all IPs connected to gold selling, "they lost 10 per cent of their membership...there were four million players, there are now two million players, of which less than one million actually subscribe."

    Lost 10%...went from four million to two million players. Maybe someone should have spent less time playing WoW and more time doing their school work...

    1. Re:Shoulda listened to Mom by Andy_R · · Score: 2, Informative

      To parse that very badly written sentence, you need to know that Jagex calls subscribers 'members' and free players 'non-members'. What the article is trying to say is that is that they lost about 10% of their paying customers and 50% of their non-paying ones.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    2. Re:Shoulda listened to Mom by Quothz · · Score: 2, Insightful

      TFA:

      when Jagex banned all IPs connected to gold selling, "they lost 10 per cent of their membership...there were four million players, there are now two million players, of which less than one million actually subscribe."

      Lost 10%...went from four million to two million players. Maybe someone should have spent less time playing WoW and more time doing their school work...

      That's not what TFA says at all. I should report you for ellipses abuse.

      What the article actually said was that once instance of banning gold buyers and sellers bumped 10% of their users; since then, their efforts have further reduced their player base to about half of what it once was.

    3. Re:Shoulda listened to Mom by dexmachina · · Score: 1

      Ah. That makes considerably more sense.

    4. Re:Shoulda listened to Mom by Anonymous Coward · · Score: 0

      No... If you were there, you would know that there was an almost immediate loss of about 10% of their paying members and about 50% of their non-paying, or free content, members. And it wasn't the instance of banning the gold sellers, they simply updated the game to make it very difficult to sell gold. They still have 90% of their original paying members, so I don't see how it's hurt them that much.

  16. Time = Money = Power = Cocaine by Maxo-Texas · · Score: 4, Insightful

    Which is fair..

    A lawyer working 60 hours a week, buys a 600 hour character and a million gold for 5 hours of income.
    or
    A student, retired, or independently wealthy person who plays 60 hours a week? Always gets the best non-instanced content first (sometimes blocking it for over a year to other users).

    ---

    The game company sells levels, gear, experience for money.
    or
    The game company sets up quests so you if you can be logged on continuously for 14 to 24 hours you have a 100% chance of success.
    If you can log on 24 hours in 2 hour chunks, there is a good chance you will *never* finish the quest (25 to 30%)

    ---

    Who is more skillful
    The person who can log on at 1pm, get the best camps, play for 12 hours straight, and reach the new level cap in a week?
    The person who uses a cheating macro program that lets them see what loot the monsters are carrying and where the monsters are even when their characters are "blind"?

    ---

    None of these are fair. I applaud the efforts by the game companies to make a game fair.

    But morality is such that mmorg gamers would feel it was fair to be able to buy extra cards in poker or to get the best hands because they could show up earlier than the other players, or win merely by virtue of being able to stay at the table for 18 hours straight.

    ---

    Games have rules. The rules for chess, checkers, acquire, dominion, hell even D&D, are not based on "the person with the most money or time wins".
    When people try to play MTG and other CCG's like a money game, they quickly lose the ability to play with ordinary players and get stuck in their own brackets even at tournaments.

    It's pretty disgusting.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    1. Re:Time = Money = Power = Cocaine by swillden · · Score: 1

      If you can log on 24 hours in 2 hour chunks, there is a good chance you will *never* finish the quest (25 to 30%)

      This was a big part of my motivation to give up EverQuest, years ago. As a guy with a job and a family, the only time I could play was from 11 pm to 1 am. That worked fine up until about 45th level, at which point further advancement became difficult and acquiring good gear became nearly impossible.

      The reason was simply that it takes more than a couple of hours to set up a group capable of executing the raids necessary at that level. Only people able to dedicate larger blocks of time could do it.

      Quitting was a good thing for me, though. I really needed those two hours of sleep I was giving up to play. I have intentionally never even tried WoW because I know I don't have the time, but might get sucked in anyway.

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    2. Re:Time = Money = Power = Cocaine by CyberNigma · · Score: 1

      glad someone else made this pretty clear (much cleared than I have been) AND got modded so everyone can see it. In my posts above I pointed out the MTG problem being the exact opposite side of the spectrum as MMOs. my exampe was:

      Most people have Resource X
      X = TIME = MONEY
      X is in one of those two forms, kinda like energy and matter. admittedly, some people have neither, but beside the point..

      MMOs cater to and allow people with X in TIME form to succeed more than people with X in money form. People are usually uber-geared and see all the content not because they're better than everyone else, but because they have an in-game advantage (time)..

      CCGs are the opposite. They cater to people with resource X in money form. People with more money invested in CCGs will almost always be better than people without money, no matter how much time the other person has. They may be able to go out and buy the exact cards of a build listed on the internet, but they're at a disadvantage in that they can't adapt or try their own better builds because they don't have the money.

      In both cases, it's about business strategy. In the first case, the publishers early on decided that Time > Skill > Money meant longer subscriptions, which meant more money for them.

      In the latter case, the publishers early on decided that Money > Skill > Time because they were in essence content based and needed to keep selling content (and came up with the Level 2 rules to support that in the MTG case) to make money.

      In MMOs, the only fairly even playing field is usually a case like Guild Wars PVP, WoW Arena-Only PVP (the one you pay 20 bucks for and have access to everything), and the like. It's still not exact.

      In CCGs the only fairly even playing field is usually the Draft games, where everyone plays from random cards that they build decks from.

      in any case, I don't see a fix for CCGs since nobody is going to give you physical cards without money no matter how much time you spend - time has to be spent to earn money in their case.

      in MMOs, the real fix wold be to make real games. seeing as how that probably isn't going to happen, combining RMT with Time is probably the most balancing method. In either case, optimally you should be able to get endgame stuff with either TIME or MONEY, but somewhere SKILL should be re-introduced. Right now, in many cases its about TIME is western MMOs (heroics or raiding to get a piece, run again for an other piece, etc till your done) or MONEY in eastern MMOs (spend more money to get the newest uber item or be left behind). an in-between is something that could probably do a lot of good.

      anyhow, thx for putting it more clearly than I could :-)

      Guild Wars was a good exampe at one time.

    3. Re:Time = Money = Power = Cocaine by Maxo-Texas · · Score: 1

      You know the crazy thing...

      The MMO choice is completely insane as a business decision.

      They cater to the 1% of their audience that uses the most resources while driving away the 99% of their audience that uses almost no resources.

      And the solution is easy.

      No content that takes over 30 minutes per step. If you want it to require 16 hours, make it 32 steps (collect 8 chunks 4 times to combine to get 4 pieces to combine to get the item).

      Same for raids- make them in 30 minute battle chunks. You can save your state and come back to it later.

      Instances helped.

      No mmorgs for me until I retire. Probably not then, but only if I was retired to I even see any point in playing a mmorg.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  17. Grinding *Is* the game by Anonymous Coward · · Score: 0

    Grinding is what makes the game fun. There is no sense of accomplishment if you have not put work into the game.

    Going to go after a strawman here, but do you honestly believe that if they just gave everyone unlimited gold and experience the game would be better?

    People may complain about it, but the "grind" is what gives the game meaning so to speak. Finding a rare item will have a lot more weight behind it if you have sunk a few hours into getting it. You cannot get a sense of achievement or accomplishment from something that you haven't invested any time into.

  18. So what about dailies? by Pinky's+Brain · · Score: 1

    People who grind the raids don't generally like having to do the daily grind to fund their raiding though, no accomplishments to be had there ... only pure and utter grind.

    1. Re:So what about dailies? by Tridus · · Score: 1

      People who grind the raids regularly are likely good enough at it to turn a profit from it.

      Naxx is so easy and has so much gold in it that if you really have to go farm gold, you suck. Even PUGs make money in there.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    2. Re:So what about dailies? by DrgnDancer · · Score: 1

      I REALLY hope Uldar is better than Naxx. I understand that Blizzard is trying to make things more accessible to casual players, and being a casual player I appreciate it. I was never going to go into Black Temple or Sunwell Plateau, hell barely three guilds on my server ever cleared them (it's an RP server and has a generally older and more casual crowd), but Naxx is really to far in the other direction. 25 man PuGs clear it all the time even on my relatively weak server. It's nice to be able to experience all of the content, but on the hand if I consider it fairly easy, guys who used to clear BT probably just sleep through it.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
  19. Playing the action house don't work by aepervius · · Score: 1

    I can only take the example of WOW where I start playing recently. For established MMO (aka : not the first weeks or evemn few first month) the target of opportunity for new player is lost to game the auction house. On WOW this is exarcerbed as everybody and their grandma have a twink or half a dozen on the realm where they most play, often with multiple profession. And if they do not, they have huge amount of gold. The NET effect is inflation on all goods. So, for example, some low level (15) items go off for 7 or 8 gold coins (and not that rare item either, like silver stab for disenchat) which at the level you want to get it to use it as roughly 150-250% of a REAL newbie total fortune depending on your secondary profession. So only twix buy them because they have the money. The net result is that you need to "farm" for hours some stuff to get the money, or jsut give up on it. Don't get me started on some of the superfluous stuff like mount (with 45 gold 100 to 200% the real money of a newbie at level 30 unless you never had to buy anything at all) or bags. I such circumstance, I can imagine why someboy would INDEED skip the boring part and try for sold money.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
    1. Re:Playing the action house don't work by fractoid · · Score: 3, Insightful

      The net result is that you need to "farm" for hours some stuff to get the money, or jsut give up on it. Don't get me started on some of the superfluous stuff like mount (with 45 gold 100 to 200% the real money of a newbie at level 30 unless you never had to buy anything at all) or bags.

      No, the net result is that you can sell a level 15 green-quality sword for 2-3 gold instead of for 20 silver. People with high level characters think nothing of paying a few gold to kit out their latest alt, which means that it's very easy to make gold fast as a lowbie. Hell, stacks of copper ore sell for 20-30g on some servers. My wife recently started her first Alliance-side character, it's now level 23 and has well over 50 gold.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    2. Re:Playing the action house don't work by Canazza · · Score: 1

      Works out that way for alot of people.
      the only problem is that after about level 30 the value of items sharply drops, as Twink items have their biggest values in the level 10-19 and 20-29 Battlegrounds bracket. After that the next big twink level is 50-59, where people are buying up the Outland gear to play in the last bracket of Vanilla WoW, but the value of those items is sometimes less than a level 29 item.
      So for new people, making money at low level isn't the problem.

      It's when you get to max level that money becomes an issue, or supposedly becomes an issue.
      I say supposedly, because I'm in a guild who clears Naxramas twice a week (normal and heroic) - with a few spots taken up by random non-guild members. That's right, we PuG end-game content. And we rarely wipe. This means that I can make 200G easilly on one Naxxramas run (with say two or three deaths). Not only can I make gold reasonably easilly in WoW, I can do it with a group of friends and run the content we find fun.

      Also, SpamSentry is an awesome mod for blocking gold sellers...

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    3. Re:Playing the action house don't work by Anonymous Coward · · Score: 0

      Agreed. In WoW, there is no need to twink your lowbie up by buying gear on your first toon(character). I started a new "alt" recently, and leveled it to 30 FAST by solo questing. Any green gear and mats I picked up got mailed to a bank toon to sell on AH. End result, after buying my mount, I had 25 gold left over. I didn't seed it with gold from my "main" either. There was no need. Just having professions made it easy to make money. Too many people in WoW spend time in the AH as noobs in a quest to find better gear which they will outgrow anyway in a few days if they level fast. I got that toon to lvl 60 with only 20 hours actual play time, which took me about 4 weeks real life.
       
      The key is: create a bank toon whose job is to sell things at AH for you for a profit. Park it in a city near bank, AH, and mailbox. Run your main around, quest fast, level fast, and stop at mailboxes often enough to send all non-gray stuff to the bank toon. Level your professions plus first aid, and cooking. Level fishing if you want, but it takes a lot of time. The extra food items you send to the bank toon to sell on AH. There are plenty of people who decide at a later date to level their cooking, and don't want to run around killing hundreds of lower level beasts to do that. Don't buy anything except ammunition if you need it. Have your bank toon watch the AH for larger bags on occasion, but you don't need expensive ones till later. Hop in pug groups for instances, dungeons, and group quests when you can, but it's not a requirement. You'll be 80 before you know it, and then you can focus on high end gear or a twink as needed.
       
      I play about 6 hours a week, when I'm not too busy with real life. I have 4 80s in full epic gear, 3 bank toons, and 3 twinks on the same realm. It's really quite easy.

    4. Re:Playing the action house don't work by DrgnDancer · · Score: 1

      Mounts used to cost three times that and you couldn't get 4 golds for a stack of copper ore. I'll admit that getting AH gear is much more expensive than it used to be, but vendor stuff generally sells for much less than it used to until you get close to max level. Blizzard has done everything they can to make it quick and easy to get as far as Outland. After that things are about the same as they always were.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    5. Re:Playing the action house don't work by MaerD · · Score: 1

      ....mounts at 150 to 200% of the "real money" a newbie at level 30 has? 45G is not that much at level 30. If you'd pick up a couple gathering professions at the lower levels. Skinning and mining or herbalism are a great combo. Even copper goes easily for 2-5G per stack, some of the herbs go for far more (7-10G easily per stack).

      As a new player when I hit level 30 I had over 200G, and regularly outfitted myself with greens or better from the AH. It isn't that hard. Most of this (especially with skinning) is while you're doing your normal "quest, kill, turn in" grind anyway.

      --
      I put on my robe and wizard hat..
    6. Re:Playing the action house don't work by mlts · · Score: 1

      The true test of a Naxx run is Thaddius, perhaps Heigan. The guys who are dead on the floor are the ones who didn't follow instructions. Heigan, people can drop because of lag so it isn't as good.

      Kel is also good, but if you got to Kel, you can probably knock him off, unless you have a Naxx raid of 7 healers and 18 death knights (which I've seen happen) and can't melee him down due to his chaining AoEs off the melee.

    7. Re:Playing the action house don't work by jeff4747 · · Score: 1

      The net result is that you need to "farm" for hours some stuff to get the money, or jsut give up on it.

      This is wrong.

      Your level 15 is also getting random drops that they can sell on the AH for an inflated price, meaning they make money a whole lot faster than "back in the old days".

      There was a time when epic ground mounts were horrifically expensive. Now players can buy several of them as soon as they reach 60 because they can make so much more money on the AH.

      back in my day...snow....uphill....both ways....yadda yadda

    8. Re:Playing the action house don't work by Fluffeh · · Score: 1

      My wife recently started her first Alliance-side character, it's now level 23 and has well over 50 gold.

      So she has been playing for around a day now and ha fifty gold?

      Not bad, I recall when I was playing my first char in the very early days of vanilla wow. Getting to around a hundred gold (required for level 40 mount) was something that needed a good deal of penny pinching and most people got it a level or two after they could on their first characters.

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
  20. Friend banned for buying gold while comp. in shop. by plasmacutter · · Score: 1

    My friend was once banned for buying gold while his computer was away for repair.

    They held his account hostage for 4 weeks until a copy of his service receipt finally filtered up the chain of command.

    If people are buying gold it's indicative the game has costs which are out of proportion with the rest of the gameplay experience.

    They made a poor game design choice, and it's given rise to a third party market to correct it.

    When will game designers learn to stop penalizing their customers and start listening to the community.

    --
    VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
  21. Paying $100 doesn't teach you how to play by Anonymous Coward · · Score: 0

    So someone who's put the time in will be a more proficient player than if they'd just paid to pass that by.

  22. Very misleading summary by Andy_R · · Score: 4, Informative

    This has nothing to do with Jagex IP-banning gold sellers, they always did that. The reason so many players left Runescape is that when IP-banning wasn't working, Jagex made a massively unpopular decision to remove a huge portion of the gameplay in order to stop the gold sellers.

    Overnight, it became impossible to kill other players and take their items, to give gifts of any substantial value, to sell items for prices more than 5% away from a value assigned by Jagex, to have duels for worthwhile stakes, and to do a lot of other things that would take a lot explaining such as the World 66 Laws company.

    Basically, they threw so much of the game away that a large portion of their playerbase quit (I'm guessing much more that the 10% of paying members mentionied in the article), overnight it went from being a Massive Multiplayer Online Game to being a Massive Singleplayer Online Game with chat features. Even if (like me) you didn't enjoy the player vs player part of the game, the changes were very bad news, as much of the economy was based around making supplies for player vs player combat.

    --
    A pizza of radius z and thickness a has a volume of pi z z a
    1. Re:Very misleading summary by clone53421 · · Score: 1

      True, although the assist feature largely replaced the need for trading when it comes to getting someone to cut gems for you or running runes. (Not to mention that most of the "gem cutters" were scammers anyway.)

      The Grand Exchange was definitely a good addition to the game, though.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    2. Re:Very misleading summary by PottedMeat · · Score: 1

      I quit Runescape because of how they "handled" the gold problem. As a player for many years, I can tell you there are plenty of other reasons to quit but this was the straw. Their strategy for fixing most problems is akin to hacking off the body parts of someone who is sick. They just keep hacking until the problem goes away despite the disaster they create in the meantime. They ripped out an important piece of their foundation, hurting their player base, to "solve" the problem. Still today the game isn't near what it was. Fail.

    3. Re:Very misleading summary by Anonymous Coward · · Score: 0

      Basically, they threw so much of the game away that a large portion of their playerbase quit (I'm guessing much more that the 10% of paying members mentionied in the article)

      I worked at Jagex at the time; I don't know how many non-paying players they lost, but they lost slightly under 10% of the paying players - I think it would have been between 8% and 9%. That's measuring from the peak to the trough; after a period in which they fell, the membership numbers continued to climb slowly.

    4. Re:Very misleading summary by khallow · · Score: 1

      I worked at Jagex at the time; I don't know how many non-paying players they lost, but they lost slightly under 10% of the paying players - I think it would have been between 8% and 9%. That's measuring from the peak to the trough; after a period in which they fell, the membership numbers continued to climb slowly.

      In other words, they lost almost 10% of their existing revenue right away and crippled their revenue growth.

    5. Re:Very misleading summary by Anonymous Coward · · Score: 0

      Indeed, this is also the reason I couldnt stand Runescape when I tried it after an two year or so abcense.

    6. Re:Very misleading summary by clone53421 · · Score: 1

      Not necessarily. According to Jagex, a lot of the gold sellers used stolen credit cards to pay for their memberships, resulting in a lot of chargebacks which cost them money.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    7. Re:Very misleading summary by khallow · · Score: 1

      Ok, I can see that then. Still that has to be a problem with every MMO game out there. And not everyone has to destroy their game economy to get rid of gold sellers.

    8. Re:Very misleading summary by clone53421 · · Score: 1

      True. I must say, however, that the changes Jagex made were very effective at removing the gold sellers from the game - before, you couldn't even visit a highly-trafficked area such as Lumbridge or the Grand Exchange without encountering at least one bot spamming the chat with advertisements for gold-selling websites. Anymore, I rarely see them.

      It is unfortunate that Jagex had to remove so much playability from the game in order to eliminate the gold sellers; however, some of the features that have been since added have gone a long way in restoring some of the features that were removed. (As a disclaimer, I can't really speak from experience too much here - I started playing only shortly before the changes began and hadn't really experienced much of the functionality that was removed.)

      The addition of the assist feature allows players to have high-level players help them. Previously, you might trade your gemstones to a player who could then cut them and trade them back to you. (As you might expect, dishonest players often advertised their services to cut gems, then accepted the gems and kept them for themselves.) With the assist function, you are temporarily elevated to the higher-level player's ability; once you are being assisted, you will be able to cut whatever gems the assister can cut, and so on for most of the other skills. This has the added benefit of making it impossible to have your items stolen by the person who's purportedly assisting you.

      As far as PvP goes, the addition of dueling was tried at first, with the option to "stake" items or gold, with the winner getting the entire stake. However, this was easily abused - gold sellers could stake large amounts of gold and allow themselves to be killed, thus transferring the funds to their clients. To prevent this, players are required to stake similar amounts (there's a limit as to how far out of balance the stakes may be), with the necessary side effect of reducing the amount of money you can make from dueling. However, they also added bounty hunter, clan wars, and eventually entire worlds where nearly the entire world is a PvP area (with the exception of banks and respawn areas) - all of which can be profitable for someone who wants to profit from their PvP abilities. It hasn't replaced 100% of the missing functionality, but it does come close (from what I understand).

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  23. Re:That summary literally sucks by fractoid · · Score: 1

    This has to qualify as some sort of limited Turing test, IMO.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  24. Not exactly by wantedman · · Score: 2, Insightful

    The gold farmer often hack other players and use game exploits to obtain their gold. They obtain gold outside of the game's mechanics. They are an outside force in the game between monster drops and marketing for gold.

    Gold farmers increase the supply of money and therefore increase the price of everything. I've seen games where farmers have gone nuts and drove the price where it was impossible to earn enough gold through legitimate means to play fairly with people who have enough gold.

    Worse, is that the gold farmers, especially those that use an exploit take away that area for normal players. No one can train or farm for gold legitimately, because a gold farmer has ruined the training area for everyone else*.

    *An example would be a vacuum hack, which causes all items to be vacuumed into a hacker's inventory and far away from legitimate players.

    Gold farmers also ruin the community, because they don't play to be part of the community.

    1. Re:Not exactly by Boronx · · Score: 1

      Same as I wrote below. OP was discussing buyers, not farmers. If you got rid of gold farmers, you'd still have gold buyers, especially if the company sold gold directly.

  25. Eve solved this problem by bigmacd24 · · Score: 5, Interesting

    Hey, I like CCP's solution to this, in EVE, you can buy extra months of subscription, and sell them to other players, on the market, for Gold (ISK). I play the game for free, because I have enough isk to sell to folks who want more of it. Eve's economy actually works pretty decently, dudes get alot of use out of having extra isk, they can fly bigger ships, gamble more, pay folks for whatever they want. I always suggest to my friends that they buy three months of game time when they start playing, 1 month for themselves, and 2 months to sell to the market. Everyone gets on a nice, even playing field pretty quick that way, (and it's still cheaper than starting alot of MMO's). To ramble off topic for a while, market manipulation is incredibly easy in eve, I play for free because I spend about 3 hours a week looking over trades in three regional markets. I had to put in a bit of work to get enough money to afford it, but the cash I have is still chicken scratch (barely floating a billion isk, and most of it's tied up in one thing or another)

    1. Re:Eve solved this problem by LoganTeamX · · Score: 0

      I've sold ETCs as PLEXes a couple of times... it made buying my freighter much easier when I was already trained up to the point that I could fly it.

      --
      One of the 187.
    2. Re:Eve solved this problem by Anonymous Coward · · Score: 0

      No offense or anything, but you really should do these things in the real world. You get these isks by spending a lot of hours on this game, but you could spend this time getting money in the real world. The graphics are pretty good too ;).

    3. Re:Eve solved this problem by brkello · · Score: 1

      That really isn't a solution, it just makes CCP more money. There are still people using bots to grind mining or other ways to get ISK. You can still go online and buy ISK. It just keeps the amount gold farmers can charge for ISK at a certain level. Actually, they remove the supply part of the supply side so that if demand was high enough, ISK is actually more expensive in real dollars than it would be from the gold farmers.

      --
      Support a great indie game: http://www.abaddon360.com
    4. Re:Eve solved this problem by Thaelon · · Score: 2, Interesting

      And I am a complementary example to parent of this post.

      I buy GTCs and sell them to people like the above. I have a full time job, I go to the gym regularly, and have a girlfriend. (I know, blowing two stereotypes!) So my time is at more of a premium than my money. Also, I used to do a lot of grinding for in game money (ISK) and got sick of it.

      So now I buy my ISK from players with game time cards purchased directly from CCP (EVE's developer company). Some poor college student gets to play without real world dollars, I get ISK and don't have to devote 20 hours a week to it.

      Further, the ISK isn't magicked into existence by CCP directly, rather it's magicked into existence through players using normal game mechanics, such as killing mobs as it were. So the market isn't destroyed by it. It's actually a win-win-win scenario.

      Which is why it's so strange that people still buy ISK from third parties. The prices aren't worse, you're incredibly likely to get caught, and there's a way to buy the ISK that won't get you banned.

      --

      Question everything

    5. Re:Eve solved this problem by Thaelon · · Score: 1

      Bah, typo:

      The prices aren't worse,

      Should read: "The prices are higher"

      --

      Question everything

  26. EVE solved nothing. by Anonymous Coward · · Score: 0

    Pray tell why are the start corp channels awash in a sea of ISK-for-cash spam?

    Why, pray tell, are there veritable legions of macrominers laying complete waste to all high-sec belts?

    No, CCP solved nothing; the only thing they did was get in on the action.

    1. Re:EVE solved nothing. by Rakshasa+Taisab · · Score: 1

      And at regular intervals we get whines from people who end up getting their wallets set to negative in the billions of ISK. Which means the account is pretty much screwed unless he can get donations or buy the ISK in the approved way.

      So the ISK from all those macro's are being tracked, and killing the problem at the root; players buying bad ISK.

      --
      - These characters were randomly selected.
    2. Re:EVE solved nothing. by Anonymous Coward · · Score: 0

      Different problems. The people who get set negative bought ISK out of game (Ebay, random chinese farmer site, etc)

      The in-game mechanic has the benefit of not getting you banned, and not giving some chinese or eastern european farming site a chance to plant a trojan on your system.

    3. Re:EVE solved nothing. by Anonymous Coward · · Score: 0

      On the contrary, they solved many issues. Yes, it still exists, but no where near the levels from before. As Rakshasa said below, we always get whines from new players (less than a month) who claim their wallet mysteriously turned negative after a 'friend' gave them isk. We get about 1 of these a day that I pay attention to. (These are just the ones who publicly mention it, im sure many more have it happen)

      There is also very few methods of turning isk into cash. You can work with friends to sell cheaply (Old players with networks of friends in large Alliances(Wow term = Guilds) routinely transfer massive isk around normally, so it wouldn't get noticed. Not a sustainable income.

      As for the legions of macro miners in highsec belts, not all are macro miners. And based on the price of Trit, (Lowest end mineral mined, most commonly used, staple of the eve economy, think of it like copper for the tech industry irl) its not an issue. Price has risen significantly lately, and will continue to rise another 25% to pre-gtc trading costs. (actually, it may go higher since we got use to having loads of farmed trit hit the market, Good investment stock ;)

      GTC trading is merely a re-distribution of both isk and dollars. (and a buyer's market, since, you'll never need 200 60 day GTCs..)

      Is the problem solved? No, not yet. Markets are living beings. They need time to heal. Eve's market is doing that.

    4. Re:EVE solved nothing. by zerocool^ · · Score: 1

      I dunno, dude, it's been a while since my high sec alt based in metropolis has seen a high-sec ore belt with any asteroids in it.

      Seriously, if it's not macrominers, then there's millions of gypsy miners moving from belt to belt, system to system.

      --
      sig?
    5. Re:EVE solved nothing. by Jedi+Alec · · Score: 1

      I dunno, dude, it's been a while since my high sec alt based in metropolis has seen a high-sec ore belt with any asteroids in it.

      Seriously, if it's not macrominers, then there's millions of gypsy miners moving from belt to belt, system to system.

      Ever seen a professional mining corp with 1 or 2 Orca's and 6-10 Hulks go at it? They can easily strip down several systems in a single evening. And the closer you are to a trading hub, the bigger the odds it'll be cleaned within hours of monday/friday downtime.

      Jeez, I haven't mined for over a year, but the persistence in accusing folks without having a clue still ticks me off.

      --

      People replying to my sig annoy me. That's why I change it all the time.
  27. Re:That summary literally sucks by Leynos · · Score: 1

    That's quality. Like some form of IRL denial of service attack. :)

    --
    "Did you exchange a walk on part in the war for a lead role in a cage?"
  28. runescape? by Turiko · · Score: 1

    runescape is a bad example; trades where shackled,prices where set up by jagex with no way around them. Of course that will make your customers run away! an MMORPG is nothing if the MM part is replaced with npc's! It's basically an RPG with chat system now.

  29. Good! Grind will die! by Aladrin · · Score: 2, Insightful

    I played MMOs like 12-15 years ago. They were as addictive back then as they are today. Eventually, I managed to shake that addiction naturally, and not it has no hold on me.

    Don't get me wrong, I -want- to like it... I just can't sit there for hours straight doing the same mindless crap over and over.

    Anyone who is in my position and has tried a 'high rate' pirate WoW server can tell you that it's a LOT more fun. (Less addictive, but more fun.)

    Eventually, we'll get through the current group of addictees and everyone will be looking for fun instead of addiction. At that point, there's going to be a HUGE market for fun MMOs. In fact, there's probably already a pretty nice market as it is.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  30. Re:That summary literally sucks by Anonymous Coward · · Score: 0

    tl;dr

  31. Re:Friend banned for buying gold while comp. in sh by Tridus · · Score: 1

    No. If people are buying gold, it means that they want to feel like they won the game without actually doing anything to get there. It's no different then people using cheats in other types of games.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  32. Where there's demand, there will be supply by Tridus · · Score: 1

    It took until page 4 for TFA to get to the real point:

    "that the only reason that this problem exists is that people purchase the gold, items, accounts or services from these [gold selling] companies. If no-one did it they would not be in business. If you purchase an item or service from one of these companies, you are as guilty as those that are 'botting', 'farming' or 'spamming'."

    As long as people want to cheat and buy gold, someone else will find a way to sell it. The buyers often don't care that the money comes from hacked accounts or that it has a negative impact on the game. All they care about is getting something without putting in any effort to earn it.

    I know that Blizzard's logs are detailed enough to figure out who a gold selling account transferred gold to. Those are the people that they should be targetting. Spending real money on gold isn't all that appealing if you know that a week later you'll have it all taken away and your account suspended for it.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  33. Still others... by argStyopa · · Score: 1

    "Some, like Mythic, take a hard stance, literally telling farmers and sellers to "go to hell." Others engage in an arms race to block such behavior, sometimes to the detriment of normal users." ...still others (*cough* *cough* BLIZZARD *cough* *cough*) engage in mild disingenuity when they claim that they are against gold selling, but only engage in banning methods when the gold grinders are clearly using bots. (And even then, the response is so slow it's hard to recognize.)

    Perhaps I'm ignorant, but when "gold seller A" pops up in main faction cities, using a randomized name, that toon MUST be logged into an account, no? And if that toon is logged into an account, they must be uniquely identified to the company, no? And if that same account is repeatedly flagged as goldspamming general chat, how hard would it be to flag that account (and the flagged chat) for human review, to be banned upon confirmation that it is indeed goldspam? And if account A is banned for goldspam, and accounts B, C, D, E, and F are also banned for goldspam, wouldn't you just consider a basic IP ban on accounts from that origin?

    Further, when I see bots grinding and report them, I don't expect INSTANT response. That would be nearly ridiculous in a game with 11+ million players. However, when I come back the next night, and 3 nights later and they're still grinding the same area? That's silly.

    --
    -Styopa
    1. Re:Still others... by Todd+Knarr · · Score: 1

      Yep, the character has to be logged into an account. The problem is that there's three types of characters involved:

      1. The "shill" characters. These are the ones that broadcast the advertisements and often deliver the goods. They're generally recent accounts created just for the purpose, preferrably (from the farmers' POV) using trial accounts or the free time for new accounts to minimize the cost to the farmer.
      2. "Farming" characters. These go out and harvest, kill mobs for loot and otherwise acquire in-game coin or goods that can be sold for coin. These need to be fairly high level to access the most lucrative areas, but don't need to be particularly well-equipped since they'll be going after easy content (eg. full groups of 6 against solo mobs or previous-iteration instances, raids going against previous-iteration raid zones, etc.).
      3. "Bank" characters. These are the ones that hold the gold until it's sold. The farmers need these characters to not be noticed and to stick around. That's not hard because these characters can keep a low profile and not make themselves obvious except through the economy logs.

      The big problem is that type 1 accounts tend to be created with pre-paid cash cards, game-time cards or stolen credit card numbers. Combined with fake names, it makes billing information almost useless as far as identifying who's behind it goes. So the game companies tend to not bother. When type 1's gold-spam, they get kicked and the account closed and that's pretty much the end of it. If they get caught selling the GMs will start an investigation through the economy logs, but that doesn't happen often for obvious reasons.

      Type 2 characters are more lucrative for the GMs. Those eventually have to connect with the type 3 characters, because the money farmed has to get funneled into the gold-seller's banks sooner or later. And it's the type 3's the GMs really want to nail. Take them out and you really put a crimp in the gold-selling operation. So you'll often see no immediate action against type 2 characters who get reported. The GMs are letting them run, watching the economy logs to see who they transfer the loot to, and where the loot goes from there. For a large ring it may take 2-3 months to track everything down and identify all the central accounts involved. But even once a major ring's taken down, the billing information probably won't be helpful. Most of the accounts will probably have been paid for with pre-paid cards or game-time cards, leaving no permanent connection to the actual people behind it. They'll just go get new pre-paid cards, use new fake names and start setting up their accounts all over again with no connection to the previous set the game company can see. And the game companies can't eliminate game-time cards and refuse to take pre-paid cards, too many of their legitimate customers also need (for one reason or another) to use those payment methods.

      As far as IP bans, they do get used. But they're often of limited usefulness. Too many games have too many legitimate subscribers in the same IP ranges, any block that'd be effective against the gold-sellers would knock too many real players out of the game. Plus, if IP range blocks become too common, the gold-sellers will probably just start using Tor or botnets or the like to make themselves appear to be comming from unblocked IP ranges. It ends up being a losing proposition.

  34. that would be Ninja... by Anonymous Coward · · Score: 0

    more XP- less armor needed.

  35. Mod parent up. by Mr+EdgEy · · Score: 2, Interesting

    Very accurate post above. RuneScape is a shell of the game it once was, even if you didn't think much of it before. Free trading was removed and replaced with a system where Jagex decides the values of items - you can no longer "give" a friend anything of value, nor market items properly which was a huge feature of RS for some people.

  36. Re:That summary literally sucks by Stauken · · Score: 1

    Wow dude, go get some coffee and read the article before you go all 'FLAME ON'.

  37. The answer... by Anonymous Coward · · Score: 0

    ...is simple (at least for gold farmers, maybe not actual players).

    It's probably not that hard to tell which accounts are the ones farming the gold. They're on 24/7 and doing nothing but making money and sending it to another account. Once you figure out which accounts are the "bank" accounts then just tag where they send their gold to.

    Everytime a gold buyer gets money from a bank account, simply take the gold they got from them and send them a message with something along the lines of "The money you received was from a suspected RMT player. We are currently investigating this issue and will release the gold if the results of the investigation prove otherwise."

    Now the player can't really complain that they bought the gold or else they'd just be admitting to it. However they basically gave away money for nothing and most likely wont be doing that again. Any attempts to ask about the status of the investigation will just be met with "the investigation is still underway and we have no ETA on its completion."

    Once word gets around that buying gold is just a waste of money then players will stop (either buying gold or the game itself). Once players stop buying gold then the RMT will leave since they wont have any customers.

  38. Re:That summary literally sucks by Stauken · · Score: 1

    agreed.

  39. The math in that doesn't add up.... by Anonymous Coward · · Score: 0

    "they lost 10 per cent of their membership"

    "it has cost them two million active accounts; i.e. there were four million players, there are now two million players,"

    correct me if I am wrong, but 2 million out of 4 million would be 50%, correct?

    1. Re:The math in that doesn't add up.... by shentino · · Score: 1

      Probably 'twas 10 percent of the membership (i.e. paid accounts, versus free ones) that were dumped.

      I see advanced payments as a sort of bond. If you get caught breaking the rules, you get banned and your money goes bye bye.

      Maybe this is why a bigger bite got taken out of free players than paid players...perhaps the paid players were better behaved because they had more to lose if they were caught cheating than simple pride...the cold hard $$$$ they prepaid.

  40. If gold farming hurts your game, it's poorly built by Zaphod-AVA · · Score: 1

    If exchanging resources outside your game for resources inside your game is a problem, then your game is hopelessly broken. From the perspective of the game world, there is no difference between me selling a pile of gold to a client, and me giving a pile of gold to a friend.

    Game designers should design healthy economies in their games, and stop generating money out of thin air and developing money sinks to try and remove it. This type of design is why many games have problems with hyper-inflation.

    Finally, stop developing boring games. I've stopped playing them myself... if I walk/run/do nothing for 10 minutes in a row in any game, I uninstall it and throw it away. If I hear that a game won't pass that test, I don't buy it. If game designers are concerned that players 'use up' their content too quickly, work to design content with high replay value instead of artificially dragging out the game to try and earn more monthly fees.

  41. creative ways to limit gold farming/selling by Ogive17 · · Score: 1

    Until I saw this article I really hadn't given it much thought... but subtle changes they've made to WoW seem to have limited gold farming/selling in the game.

    As we know, the best gear typically drops in instances or is gathered through pvp achievements, not stuff you can simply buy (unless you buy the whole account). The newest expansion only has 1 or 2 rep turn ins, whereas in the past just about every faction had a collectable (and tradeable) item that could be turned in for rep. Also, gold is easy to come by on it's own, daily quests can be completely rather quickly in most cases, and grind materials appear to drop in greater abundance.

    The end result is the game has been made easier, but it's also taken away much of the alure gold famers may have had. Sure there are still some, there will always be a market.. but to be honest if you can only spend 30 minutes a day playing, it's still enough time to make around 100g.

    --
    "Action without philosophy is a lethal weapon; philosophy without action is worthless."
    1. Re:creative ways to limit gold farming/selling by nobodylocalhost · · Score: 1

      IMO it's really easy to get rid of bots/farmers. Just have a diminishing return on camping. For example, you track player's mob kills for a half hour period, if the player's been killing hundreds of the mobs in the same region, start lower the drop rate on those mobs. After an hour or two, the mobs in the region doesn't drop anything for that particular character unless the player wait twice as long to have drop rate recover for him/her. This solves both problem of gold farming and item camping. It'd simply be not worth while to camp grind.

      --
      Where is the "Ignorant" mod tag?
  42. Time = Money, MMORPG = huge time sink by Junior+J.+Junior+III · · Score: 1

    I am a former "hard core" gamer, in my youth I spent many, many hours getting deeply immersed in game worlds. I can't do that anymore, because life puts other demands on your time when you grow up. So I don't play those games anymore. I enjoy games more casually. A quick game of Grid Wars or Zookeeper is good fun for me, and I just can't get into something like GTA or Final Fantasy, let alone games like WoW or Everquest.

    The only way I think I could possibly justify sinking that much time into those games would be if it made me money somehow. It'd be nice if gold selling and item selling could be implemented in such a fashion that didn't detract from gameplay, somehow.

    I don't see why making money from playing a game is inherently bad, though certainly much bad can come out of it, depending on how it's done.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  43. I'm guilty of buying gold by weave · · Score: 2, Interesting

    I bought 20k gold in WoW from a real-life friend so I could get a tundra mount.

    The guy is under-employed yet has loads of time to play WoW. I'm in a well-playing job that saps a lot of my allegedly off time. So we both have what the other needs. An ideal situation. He needed real-life money to pay his car insurance. I got to help a guy out without the person feeling the shame of begging for a handout, and I got a cool mount that says I'm in-game rich (or in-game foolish)

    What I find interesting is Second Life. In that "game" real-life to linden dollar exchanges happen all the time and it's sanctioned -- and there's not a lot of rich people in that world. Most people are still in-world poor because they don't want to spend real-life money on it. I'm amazed at how many people will camp in a place for one linden dollar for 15 minutes. My wife has a "job" as a night-club hostess that pays $75 linden an hour. The current exchange rate is around $260 lindens to a real US dollar!

  44. Simple by EmperorOfCanada · · Score: 1

    Make part of the game hunting down the paid players and robbing them. Take away the profit motive using the ability for the real players to innovate. This is what happens in real life. People work their whole lives saving their money in retirement accounts and the banks swoop in and rob them.

  45. Can't fix it... by cyberjock1980 · · Score: 3, Insightful

    There is always a demand for currency, both in the real world and the games.

    I have a respectable 60kg total over 3 servers in WoW. I can buy almost any item I want, but I can't buy the levels or the raid experience.

    Think of it like this. If tomorrow Blizzard said that all mobs in the game will now suddenly drop 100x the amount of gold they have before guess what the prices of merchandise on the AH will do? I'd say about 100x increase. Anyone could suddenly go kill a mob and get 50g to buy a stack of potions or whatever at the old AH price.

    People take the path of least resistance. In the world of MMORPGs, they buy Gold. In the real world, there's 2 choices.

    1. For those that need instant gratification, they work at WalMart making $9/hour forever at a job.
    2. For those that plan ahead they go to college, get a degree, and then make $30+/hour in a career.

    MMORPGs are built almost entirely on instant gratification. You don't start a quest on level 2 and are still working on it at lvl 80. Instant gratification falls into the 'buy gold online' persona.

    Why are people surprised/disgusted that MMORPGs attract the 'instant gratification' personalities, and then deliberately scold them for having those traits?

    1. Re:Can't fix it... by alvinrod · · Score: 1

      You can most certainly buy the raid experience if you want to do so. In the previous expansion before our guild stopped raiding we had progressed the the point where the content was trivial for us to complete with a full raid.

      We decided that it would be a good idea to start selling the dungeon loot that we largely no longer needed. There were always a few rare pieces or items that regular guild members still wanted that we wouldn't sell, but the majority of the loot was open for purchase. Unless a particular encounter was significantly challenging and a single person could cause the entire raid to wipe, we generally didn't have a problem with people participating in the encounter. There were even a few people who paid simply to be there for the experience and not specifically for some certain piece of loot.

      Because we were the only guild on the server that was selling gear we could charge as much as we thought we could. Judging by the amount of demand we received, we were probably under charging despite the fact that we had so much revenue coming in as a guild that we couldn't possibly begin to spend all of it. As a result our guild members were no longer required to grind for gold as we simply financed everything at that point. Any consumables that you might need for a raid were provided by the guild. Repair costs were completely covered by the guild. We eventually reached the point where we decided to give our members large sums of gold to with as they pleased because the guild bank would be unable to hold much more.

      There were also some people in our guild who were quite good at PvP. For a reasonable amount of gold they would invite you onto their arena team and attempt to carry you to a certain rating. They had sufficient gear and ability such that they could guarantee you a high enough rating to obtain all of the PvP items. I wasn't involved with this, but I knew someone who would power-level arena teams and he made somewhere around 50k gold from this. The most I recall our guild ever pulling in was around 200k in a single month.

      The fact of the matter is that regardless of what kind of experience you want, it's likely that there's someone who's more than willing to provide it assuming you have the gold to pay for that experience. It's my understanding that the game is currently far less difficult in terms of raiding, so there's really no market for selling the loot from dungeons or at least the cost would be so low that it wouldn't be worth the trouble for a majority of guilds.

      You are correct that people will take the path of least resistance. At the time I was playing, it was generally considered easiest to get rewards from PvP and the arena system. Regardless of how poorly a person played, they could eventually expect to receive the best PvP weapons. In the latest expansion the tables have apparently turned and raiding is the easiest way to acquire upgrades so people have largely eschewed the arena system in favor of raiding to obtain better items.

      At the time we started selling loot, gold was fairly easy to come by even without purchasing it from a gold farmer or spending a large amount of time grinding. Questing from level 60 to 70 provided several thousand gold which would get you close to purchasing an epic flying mount. There were also a plethora of daily quests available which would give you a few hundred gold assuming you completed as many daily quests as you were permitted. Most of these could be done with a group of people, greatly reducing the amount of time required to complete them. It was easily possible for a person to complete all of them in a few hours. Between that and selling any items you obtained or gaining money from tradeskills, it would probably take an average player two weeks to save up enough gold to purchase a piece of loot from our guild. If they spend time farming, it would take them considerably less time to get the gold together. I estimate that in terms of actual play time it would take about 25 hours (roughly 1 day) of time to acquire a pi

  46. As a Veteran Runescape Player... by Anonymous Coward · · Score: 2, Interesting

    I'll start by saying, whether or not it adds any credibility to what I write, I'm currently ranked in the top 8,000 players with a 2,109 total skill level and over 158 million experience points. You can do the math on the amount of time I've put into the game with 40,000-50,000 experience points that you can earn on average per hour...

    They only got half the story with the part about the account bannings in RuneScape.

    RuneScape has two levels of accounts, free to play, which is ad supported, and members, which is paid by a small monthly fee.

    First of all, they did lose half their active accounts. However, they only lost ten percent of their members. This means that they mainly lost their free accounts, which as most of the members regard as a drain on company resources. So while they lost a lot of accounts, they lost the accounts they could afford to lose.

    Besides the accounts that have active players, they also "lost" many thousands of gold farming accounts that were either bots or gold farmers selling cash. Those players and bots were taking up space that legitimate players were trying to use to get some enjoyment out of the game.

    Also, the gold sellers were stealing accounts to sell the gold, items on the account and leave a pittance of junk to sell with the account itself. They were also using many stolen credit card numbers to pay for gold farming accounts, which caused Jagex even more problems in sorting. This wasn't just a ingame issue, this was something that in another year or two could cause the company to go bankrupt.

    You can read more about their reasoning and their response at the article they wrote about it on their website: http://www.runescape.com/kbase/view.ws?guid=diary06

    Now the question is what Jagex has left... I would say that in the changes that they made they really removed most the trolls and players who generally make your gameplay miserable. This leaves the players who are just in it for the fun. Personally, I find the average player to be much more mature and pleasant in the last year since they enforced those changes.

    As the examples I see mentioned many times in the articles about high leveled executives or people with "real lives" being the ones to buy the gold, that might be the case in WoW, but it's certainly not the case in runescape. The gold buyers in runescape weren't the players who actually make your gameplay better, they were the kids, usually not even at the minimum age of 13 required to play, who generally went around making everybody else's lives miserable. I can say with much passion both "good riddance" and "don't let the door hit you on your way out."

    As far as the loss of game features, Jagex is steadily bringing back replacements for the content that they had to remove, especially the player vs player content. There was a pvp area in every world which was a primary potential source for item/gold selling with the trade restrictions that they added, so they had to remove that area. That was the main source of discontent. To replace that there's now pvp worlds, which have proved to be massively popular as well as several other pvp minigames.

    Now, will the new updates likely satisfy the players who whined and complained in the forums for months after the updates? I don't think so. They wouldn't be satisfied with anything less than a return to the game as it was before the radical changes, but I sincerely believe that if Jagex did that then the game would not exist in another year.

    Last point is that Jagex claims their new MMO that they're working on, MechScape, is designed in such a way as to minimize the hated grinding and to eliminate the need for gold selling. Needless to say, I'm very interested in seeing what they have to offer.

    1. Re:As a Veteran Runescape Player... by Anonymous Coward · · Score: 0

      Losing 2million add hits is not a case of "losing the accounts they could afford to lose." Paying subscribers are freeing themselves from a burden of seeing streams of adds and their fee is suplimenting the loss of ad revenue. I wouldn't be suprised if the free accounts generate more money then paying. As an increased player basing using an ad support system allows Jagex to get more money as their potential market is dealing with bigger audience making advertising via the service more lucrative. The only members that agreed losing that many accounts was a good thing are paying subscribers on some kind of superioty complex.

      Gold farming did nearly kill Runescape though and the only thing banning an entire IP range assured was a damage limitation.

  47. WoW Gold by howman · · Score: 1

    When I was still gaming on a regular basis, I came up with the idea that in WoW a simple solution would be the following. Most if not all Gold sellers are using lvl 1 characters, and, most if not all use the words or combination of words, Gold, 1000, $xx.xx and some web address in their shout outs. By combining these variables with the current ability of people in game to tag players as spamming, it would be fairly easy to turn a character into a killable target if it passes a certain spam score. Let's say three spam tags and at least 2 key words. It then becomes a game to kill the Gold sellers.
    The other thing would be to make it impossible for any character on a trial account, or under a certain minimum level from entering any city.
    When Gold sellers have to pay $15 a month to create characters who have to be played up to level 10 before they can get into a city and keep getting killed the second they shout out, it becomes more of a cost then a benefit.
    Oh, and to all you mages out there, and I am one, stop porting lvl 1 characters to cities.

    --
    flinging poop since 1969
    1. Re:WoW Gold by NewbieProgrammerMan · · Score: 1

      By combining these variables with the current ability of people in game to tag players as spamming, it would be fairly easy to turn a character into a killable target if it passes a certain spam score. Let's say three spam tags and at least 2 key words. It then becomes a game to kill the Gold sellers.

      Oh dear God, that would be fun. I also want an instant teleport to the location of the guy that spams me from the noob zone while I'm trying to pay attention to my raid or battleground chat.

      --
      [b.belong('us') for b in bases if b.owner() == 'you']
  48. Not Consistent != Contradiction Re:Gold selling... by Anonymous Coward · · Score: 0

    1. It's unethical to take advantage of other people's weaknesses.
    2. It's ethical to violate some company's TOS.

    I don't see anything contradictory in those two statements. The first statement values compassion, the second one doesn't value a game's rules. I disagree with the second one, but it's not contradictory.

    You are correct that they aren't contradictory. However, they aren't exactly consistent either.

  49. Re:Good! Grind will die! by yoshi_mon · · Score: 1

    Grind is a way of content extension. Even if you have a lot of content like in most RPGs the tendency is to extend that content via grind.

    And actually the grind itself does also serve a few other purposes. It allows for things to be rare. If while your grinding you find an BOE Epic, the WoW term for a very rare drop, it's fun because it almost never happens. But if you were finding BOP Epics every hour or so they would lose their meaning. (And yeah they devalued the hell out of Epics past 1.x but still.)

    It also gives you a chance to get familiar with your classes abilities. Not everyone who plays MMOs are gaming savants. In fact most people are average gamers at best. They need that repetitive grind to teach them how to play.

    The majority of the problem I see with the grind is making sure it is appropriate to the amount of content you have. When in WoW the level cap was 60 it was just about right. But when they expanded the level cap to 70 grinding up to 70 got very annoying in the 1-60 content. So they, eventually, made the 1-60 grind shorter and then people were ok with it again.

    Eventually, we'll get through the current group of addictees and everyone will be looking for fun instead of addiction. At that point, there's going to be a HUGE market for fun MMOs. In fact, there's probably already a pretty nice market as it is.

    Fun is a very relative term. While I do really understand why someone like you would prefer MMOs with less of a grind I hope you will understand that the grind does serve a purpose. And that to remove all grind in favor of non-stop fun would not be exactly the type of 'pure fun MMO' that you might think it would be.

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  50. Only Bad In Subscription MMOs by EXTomar · · Score: 1

    This sort of stuff, trading real world cash for virtual world goods, is only "bad" in subscription MMOs. "Pay per play" model games are designed to trade money for game performance (which is what is going on with buying gold) while subscription models trade time for performance. Or in other words, introducing "gold farmers" to that and it throws off the balance of the content. Instead of someone's carefully designed content taking 6 months to consume, with gold farmers in full force, they can do it much faster leaving the producer and game designers in a lurch.

    I personally think "gold sellers" are a nuisance only because they generate a cacophony of noise in public spaces and communication channels. There is a reason why we have ad-block on web browsers where now we need such a thing in these games. However, I don't think using the "banning hammer" is the right approach where the smarter idea is to make progression less depending on storing up a huge pile of gold and more about giving worthwhile experiences win or lose. A great game should be able to allow someone who is "a pauper" and "a prince" to consume the same content if they are both skilled players.

  51. Here is some reality by kenp2002 · · Score: 4, Interesting

    Ok, I work for a bank in full disclousure.

    First off Gold Farming is really what we call "Foreign Trade". What you have in an MMO is a system where people manufacture goods and services at various costs.

    You have an intrinsic value on your time. Looking at the US lets say your game time is worth $5 an hour (e.g. Given a choice of making $4.50 an hour working a second job you would instead play a game but given the opportunity to make $6 an hour you would work the second job.)

    So lets say you can make 100 GP in an hour. Your manufactured good is $5 for 100 GPs.
    Now the gold farmer comes in and his time is $0.35 and hour and can make the 100 GPs.

    Right off the bat we can see you can go work the $6 an hour job AND get the 100 GP you normally would have, coming out ahead. This is the basis for what the real problem is, a system of Foreign Exchange Inport\Export.

    Now you can make 100 GP an hour at $5 each hour (production cost) but the gold farmer can do it for $0.35 for 100 gold.) THE ARGUMENT YOU ARE ALL MAKING IS NO DIFFERENT THEN NIKE SHOES BEING MADE FOR .38 A DAY IN THAILAND VERUS MINIMUM WAGE IN THE US!

    This is simply a problem (if at all) of cheap labor. The same problem we find in cheap "Made in China" products and the issues with that (Melemine, Lead, etc.) are reflected in the game world (Hacked accounts, bots, etc.). P.S. Accounts were getting hacked and stripped long before gold farmers so that point is moot.

    I don't see anyone boycotting cheap "Made in China" goods, the cost is too good to pass up on. The same goes for time. The only people that protest "Made in China" are overpaid union types using a air ratchet putting on a bolt for $45 an hour and we can see how well their fantasy played out in the auto industry can't we?

    Whenever you have an economy it will always gravitate towards "Better, Faster, Cheaper" where better usually = Faster and Cheaper. Time and time again we wax over the whole gold farming issue but most of us are hypocrites in this discussion.

    If Gold is really nothing more then Time then effectively gold farmers are selling time... cheap. I once hired my neighbor's son to farming gold for me. $10 for $1000 gold. If he was in China you'd be pissed, my neighbor, not an issue.

    Gold farming is nothing but a reflection of xenphobic hate and resistance to normal economics. I have bad news, most of us have an inflated view of our worth. A Mc. Donalds clerk isn't worth minimum wage. Period. Nothing more then an unsustainable goverment mandate that created a MASSIVE DEMAND for sub-minimum wage labor across the globe.

    The very fact you have cheap gold also means the market is flooded with goods that would normally be scarce. Gold Farming causes inflation but the influx of goods far outpaces the inflation. When WoW first came out there were few purples in the AH. When the farmers came, I've never NOT found a piece of gear I wanted to buy. The inflation is kept in check that no matter how hard they try there are still only 24 hours a day and only X number of people farming. Productivity will platue and create a fixed exchange of time\gold\dollars. The only way to push productivity\better margin is through shady shit but that is a small % of the workforce. DAOC had it right with diminishing returns on camping locations (albiet in exp). If you can script something in a game, your doing something wrong in your game. Period.

    Unlike the real world there is not a central bank or governments that can shape the inflation and control deflation of currency. What MMOs need is to legitimize the RMTs and tax them to all hell. TECHNICALLY SPEAKING PER THE IRS: BARTERED TRANSACTIONS ARE TAXABLE. Literally when you buy gold you are trading money for service (some states do not tax services) but if MMO currency is considered an asset with a value then it is a taxable transaction. Keep that in mind when you think about the rights to your digital "assets". I'll trade you the "Sword of Doom" for 400 Gold + 22 GP in tax. The IRS

    --
    -=[ Who Is John Galt? ]=-
    1. Re:Here is some reality by Anonymous Coward · · Score: 0

      tl;dr; didn't even look interesting enough to capture my attention...

    2. Re:Here is some reality by Anonymous Coward · · Score: 0

      You're forgetting that gold farmers often use "unorthodox methods" to farm their gold, which contributes to the hate factor.

      Of course, they're doing it to maximize profit/minimize cost, but conventional players farming their gold don't do it.

      I guess what I'm saying is, if the next door neighbor/kid in your example utilized the methods used by the gold farmers, people would hate him anyways. The hate isn't really that xenophobic (although it may be magnified and reinforced by Chinese (farmer)behavorial patterns).

    3. Re:Here is some reality by apachetoolbox · · Score: 2, Insightful

      If I had mod points you'd be +5 already, thank you for commenting with +int

    4. Re:Here is some reality by shentino · · Score: 1

      Indeed.

      I think the biggest problem in dealing with virtual assets is to ignore the large swath of law, both civil and criminal, that deals with RL property.

      And often times, there are already parallels, thusly:

      RL:MMO:: ...

      Possession of a controlled substance:Having duped/bugged/RMT purchased goods
      busted for drug dealing:banned for duping/exploiting
      busted for fraud:banned for scamming
      busted for burglary/robbery:banned for hacking
      busted for terrorism:banned and beyond for server hacking/DoS
      busted for money laundering:banned for aiding and abetting (example: ISK laundering during the POS exploit in EVE)
      busted for X:banned for Y

      I think the first thing that needs to happen before RMT becomes a reality is to first establish a ruthless attitude towards virtual crime. Let suspensions and bans play the cyber version of jail and the needle & gurney.

      You cannot have cyber-commerce without first laying a foundation of cyber-law and cyber-order to deal with cyber-crime.

      And that's just the criminal side.

      What about civil tort and contract law?

      Would you ever need to file a cyber-lawsuit if a cyber-contractor gives you the cyber-shaft? Should you be able to?

      What exactly is a cyber-contract anyway?

      What about cyber-torts and cyber-negligence?

      And of course, there's going to be cyber-taxes if RL governments have their way.

      And also, there's rl-liability if a company doesn't properly protect cyber-assets from damage. Should crashes be excluded as an "Act of cyber-God"? Can you buy cyber-insurance to protect yourself from cyber-accidents?

      My cyber-head is cyber-spinning.

      One thing I can be sure of...

      Unless the courts are seriously high on something, they aren't going to let a company simultaneously place real value on in-game assets and simultaneously retain the right to unilaterally "in our sole and final discretion" change things at a whim.

      Giving cyber-assets RL value will entail RL consequences when companies play cyber-god

    5. Re:Here is some reality by CodeBuster · · Score: 1

      economy it will always gravitate towards "Better, Faster, Cheaper" where better usually = Faster and Cheaper.

      That's interesting, because in my experience it is mostly three (3) choose (2) and rarely if ever can you get all three (3) at once. Take your Nike tennis shoes made in Vietnam for $0.25 per hour (where each pair of shoes is made in 15 minutes) and compare that to a pair of New Balance shoes stitched together in the United States for ~$8 per hour or so. The New Balance shoes are only marginally more at each price point, despite the fact that many are made in the United States (meaning that Nike is just pocketing the extra money), AND they last twice and three times longer than a similar pair from Nike. So, better, faster, OR cheaper...pick two (2), but you can't have all three (3). Nike is NOT faster, NOT better, and only marginally cheaper.

    6. Re:Here is some reality by Anonymous Coward · · Score: 0

      Excellent points from the banking point of view.

      Personally, it's the spam part that's the problem.

      If there was farming without spam, the farming would look, to other players, like players playing the game.

      But it's not. In heavily populated areas of the game, there will be like 3-9 "signpost" characters repeating spam every 3 seconds, and another 6-10 farmers, attacking the weakest creatures and picking up just the gold drops.

      In one game I play, the farmers and spammers all have accounts made up of nonsense characters like shshshwqcv and lgkaamowww and use spaces to pad out the url's they advertise.

      End users don't know how to report money laundering, and without the spam, wouldn't know it's happening.

    7. Re:Here is some reality by Anonymous Coward · · Score: 0

      You lost me at the point where you said that a McDonalds clerk isn't worth minimum wage. That is wrong because McDonalds wouldn't employ them if they didn't bring value to the company and make money. McDonalds makes lots of money and the clerks are essential to selling McDonalds's product so the wage they are getting paid isn't too high. The minimum wage is necessary because it prevents (or at least limits) employers who are in a position of power taking advantage of those who don't have a choice but to take whatever job they can get.

    8. Re:Here is some reality by kenp2002 · · Score: 1

      Actually they are faster, considerable. A typical Nike shoe is put together in under 8 minutes. A Redwing shoe, last I heard, for example was about 30 minutes at the low end. If there is a demand for 2 million shoes a year globally 30 minutes a shoe is unacceptable. Assuming you have to ship 100,000 units at a time to cover shipping costs alone in a cargo container means that an order put in Monday wouldn't ship (at 30 minutes) for several days. At 8 minutes a shoe you are likely to get your 100,000 units done in the same day the order comes in which means less stored inventory and safer supply\demand ratio of inventory. Shoes are a fickle business especially for urban consumers.

      As an investor the company with the largest margin will usually have the best return on dividens and more then likely better stock performance. Yeah I can go buy a nice $200 made in the USA shoe but it doesn't do them any good when they go out of business because they can't get captial from investors. Nobody wants to invest in a company who's dividen returns can't clear inflation. If inflation is 3% a year, just to break even, the stock value needs to go up 3%. That means that either margin or sales volume must increase every year, year after year, to not only clear inflation but meet shareholder and investor expectations.

      It isn't as simple an argument as cost vs quality. That is a consumer perspective and a naive view at that. What about your mutual fund that depends on the stock perfomrance of companies? How about all those investments that fund managers have to keep tabs on so your pensions survive? Take a good hard look at what happened to the Automotive Pension funds that tied up a fair amount of thier money in the delusion of "Made In America" funds. You have to compete economically and ever since that nonsense minimum wage we've been burning through debt ever since.

      --
      -=[ Who Is John Galt? ]=-
    9. Re:Here is some reality by CodeBuster · · Score: 1

      In the case of tennis shoes, I prefer a higher quality well fitting shoe (I do not generally invest in the consumer products companies or at least not directly). I find that uneducated workers in Vietnam being paid 0.25$ per hour cannot meet my quality expectations. That, coupled with the fact that Nike shoes are almost as expensive or even more expensive as better quality alternatives, means that I haven't purchased a Nike product for 10+ years now and unless Nike changes their price/quality equation I probably will never purchase another pair of shoes from them. The returns might be good for you as an investor (good for you), but doesn't it worry you just a little bit, as an investor in a consumer products company, that I will never be a customer of Nike ever again (btw, I am not alone in my consumer dislike of Nike products)? Where do you think your dividends and share price appreciation are coming from? As a consumer of footwear I care about quality and price, not whether the investors earn a profit or not. If I like the quality and the price then I buy, otherwise I don't. There is nothing naive about that, its just good business.

      Now as an investor I choose not to invest in mutual funds because, IMHO the fees are almost always too high compared to the returns received vs the risks. Also, funds held outside of tax protected accounts (like IRAs and 401Ks) can generate taxable capital gains at bad times for certain individual investors, resulting in increased tax liabilities. I am generally in agreement with the value style investment strategy favored by Warren Buffet. I guess you might say that in general I like to receive a good value for the money I spend or invest; not exactly a naive principle is it?

  52. Re:Good! Grind will die! by Aladrin · · Score: 1

    You can keep 'grind' for getting rares without requiring it to level up. In fact, Guild Wars has done just that.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  53. How about... by Hurricane78 · · Score: 1

    ...embracing the unavoidable?

    I think it is a good thing. But I would never link my ingame currency to any of those debt-based currencies (like the dollar) or (totally fake) nothing-based currencies (like the euro).
    I would link my ingame currency directly to gold. Thereby stopping it from going down with the rest of the "real" world (debt-based) economy.
    I would even print warehouse bonds (= paper money, same as the old, gold-based dollars) so they could be used in the real world.

    Oh, and to avoid people gaming the software, the whole ingame economy would be controlled by a server-side-only interface/api, developed with the same methods that high-security banks develop their systems with, and with as little api complexity as possible (to avoid accidental bugs.)

    And then I'd watch, how it takes over the dollar, as a more reliable normal every-day currency. ^^

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  54. Oh, and... by Hurricane78 · · Score: 1

    ...are you thinking the same thing that I'm thinking, Pinky? ^^

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:Oh, and... by Anonymous Coward · · Score: 0

      I think so Brain, but isn't that why they invented tube socks? Narf!

  55. Re:That summary literally sucks by thePowerOfGrayskull · · Score: 1

    and look up "literal" in the dictionary.

    Here we go again.

    literally - 2 : in effect : virtually - Merriam Webster

    However, as we read in the article, the first and more popularly accepted definition is, in fact, correct:

    literally - 1 : in a literal sense or manner : actually

  56. Torches and Pitchforks by Chente · · Score: 2, Interesting

    I keep thinking it would be fun within the game to have the developers target known and confirmed gold spammers (this has to be done completely reliably) and mark them with a unique and characteristic stigma visible to all. The gold spammer would then be subject to attack by any and all players in game, and when killed, would drop a great item (or gold) that could only be obtained through killing a gold spammer. It's just a thought, there are many problems with this idea (what if a player were wrongly identified as a gold spammer? It will happen) but gold spammer hunts could be a fun and widely played aspect of an MMORPG that exercised such a policy. People would be arranging to buy gold to identify spammers just to kill them (in some games). Their business could shrivel on the vine depending on how actively other players hunt them. I see something like the mob scenes in old Frankenstein movies carrying torches and pitchforks.

  57. Seriously? by King_TJ · · Score: 1

    Maybe I have too much faith in people or something? But my first thought was, "Who the hell WOULD pay anything for an extra queen in a game of chess, or for some extra letter E's in Scrabble?"

    I just don't see what the big "thrill" is in winning a game, when you know you didn't do so by the same rules your opponents were playing by?

    That's like rejoicing in victory in a war where your enemy came after you with flyswatters and you mowed them all down with tanks.

    If you threw in financial motivations to win, then I might understand it. (Let's say, for example, winning this Scrabble tournament would give you a quick $25,000. Then, I bet a LOT of people might be happy to pay a few bucks under the table for some spare, choice letter tiles.) In that case, you're talking about the money becoming the primary motivator, NOT the sense of achievement itself that would come with winning.

    But generally, with a game like WoW, you don't get PAID to play well. You PAY for the privilege of using it in the first place!

    1. Re:Seriously? by CyberNigma · · Score: 1

      your first part hit home with me. I agree with you totally. When I took vacation (hadn't in a while so decided to) and Wrath came out, I was able to play it constantly, which noramlly I can't do since I work, have family, other commitments, etc) for a bit. Somehow, though, when I got to the top (not the first, but close t first 80 n my server) and now that I'm a 25-man geared raid tank, I think about the people that couldn't spend as much time. I in essence cheated them out of competing with me (since MMOs always seem to be about competing with each other). I had more of a resource that mattered to the game than they did. That, in essence is cheating. I would feel just as bad if it was a turn-based game like TradeWars and I paid extra cash to get extra turns. That would be giving me a resource that other people did not have.

      In the case of MMOs (WoW/RMT is a moot point since RMT is against the ToS) that allow RMT, it's a way to balance out resources between players. Previously games limited payers to a certain amount of playtime or turns per day to make it even. MMOs don't do that due t the subscription model that they hold - time means longer subs. That means that people with a greater Time resource have an in-game advantage over people without that resource. However, there is no means for those other people to even the playfield by using their resource (money, which used up their time). If it was balanced, there would be limits on how long a person could play each day, just like the old BBS games used to do - which were quite a bit more evenly balanced than these games. If you lived at home with your parents and worked part time with maybe 12+ hours to play the game, too bad - you get to play it for one hour just like the parent that only has a few hours of time at home. Of course, we don't really want that I don't think. the alternative is to let other people buy their time into the game. not the endgame stuff, just the stuff the game devs put into the game to extend the subscriptons out longer (the business strategy of it). Since it's money coming in, it would compensate for the playtime.

    2. Re:Seriously? by Maxo-Texas · · Score: 1

      True story about Trade Wars.

      Back in the day when we were on 2400 modems, you had 60 minutes per day to play your moves. One person was just walking all over everyone and we could not figure out how the hell he was doing it.

      The trick was this.

      We were playing at 7pm to 1am-- and if you lost your login, you were screwed and not getting on again until after 1am. As the battles displayed many lines, it could take 4 or 5 minutes for the game to transmit all the results to you... line by line.

      battle result
      battle result
      battle result ... 70 or 80 more intererations - taking about 10 seconds each line.
      battle result
      battle result
      battle result

      He was playing from 3am to 6am.

      He would drop carrier and the huge battles would be resolved instantly - dumping at max speed to the local console.

      Then he would call back in 30 seconds later. He was effectively getting 90 to 150 minutes play per day.

      It drove us insane and the game master who was a friend of ours never gave us a hint until the game was over. I think his userid was Drexel.

      This is sort of like the macro players to day who figure out how to push a button, walk away and have their character fight and level up while they are asleep.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    3. Re:Seriously? by CyberNigma · · Score: 1

      lol, yeah that's pretty ingenious. I wouldn't do it, but yeah, output is usually the bottleneck - whether across a modem/network connection or even the console. Most of the ones I played on or ran actually used the max turns feature instead of time limit (set by the game instead of the BBS) combined with a max time online that was set by the BBS for the session and/or day - long time ago so I can't remember what they were.

      The only way I could think of to solve that problem there and still allow unlimited turns (per the max login time per day of one hour you all had) was use the BBS option to cap the number of logins period :-) I usually set a cap on the max number of logins per day just so nobody would do anything strange, but didn't think of that scenario..

      nice memory :-)

  58. Model Robbery Better by MarkvW · · Score: 2, Interesting

    Model the game to make it easier to rob people who suddenly get lots of money.

    1. Re:Model Robbery Better by brkello · · Score: 1

      That's one way to drive subscription numbers down.

      --
      Support a great indie game: http://www.abaddon360.com
  59. Re:Good! Grind will die! by yoshi_mon · · Score: 1

    You can keep 'grind' for getting rares without requiring it to level up. In fact, Guild Wars has done just that.

    There are always different ways to do different things. I just gave one example of where the grind can be used. Others:

    While grinding a pathing mob comes your way and your forced to fight 2 things at once. (Or more, you get the idea.)

    While grinding on a PvP type server you run into hostile PCs. (And trust me I'm not a fan at all of griefing/ganking/whatever you want to call it. I believe that, and have implemented systems in my old NWN modules, there are ways to fix that problem but the point is more about grinding putting you 'out there' subject to PvP actions.)

    And I think something important that I did not mention. Grinding itself is viewed by some as fun. The right kind of grinding really. Parts of the AQ40 gate opening event grind was...awful in WoW. I got as far as making 'the Bobber' when I called it quits. (TBC was about to hit.) However there were a number of fun parts of the grind that gave the whole questline itself a very epic feeling.

    I'm not looking to defend all MMO grinds. Rather just pointing out that I think that 'grinding' has a bit more nuance than most people fully understand.

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  60. Re:Good! Grind will die! by Anonymous Coward · · Score: 0

    What MMO were you playing in 1994?

  61. Re:Good! Grind will die! by Machtyn · · Score: 1

    Addiction: I don't think that word means what you think it means...

  62. No matter what it will continue. by Anonymous Coward · · Score: 0

    There is no stopping real money trade. The best you can do is regulate it so people don't get screwed. Eve Online achieved this by allowing players to buy and sell time cards in game.

  63. Damned if you do, damned if you don't... by KingAlanI · · Score: 1

    You're right that it's screwed up that players have to put in obscene amounts of time to get the items legit. That gets people aggravated, as it probably should. Since players can't change the game design, bots & farming seem like a readily available solution, but you're right in saying that such a solution has its own problems.

    So if you wanna keep playing, you're stuck either way.

    I've played a bunch of non-RPG online games (a few of the browser-based ones), and I notice a similar pattern, not quite as intense, but definitely still very noticeable.

    --
    I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
  64. Variable schedule/reward reinforcement by NeutronCowboy · · Score: 1

    I found this a while back: http://en.wikipedia.org/wiki/Reinforcement
    The variable reward/schedule reinforcement describes WoW to a T. It's part of the reason why I stop playing for extended time periods - occasionally, I do remember that WoW is nothing but a 3D chat interface designed for maximum addiction. Other times, I just give in. :)

    --
    Those who can, do. Those who can't, sue.
  65. ...what? by Anonymous Coward · · Score: 1, Interesting

    I really enjoyed "playing the auction house" while I was playing WoW. In the end, it's the only road to building massive wealth. I had an important role in a largish endgame WoW guild, even as an undergeared player. I was the guild market-watcher; basically, my mission, along with the "morning guy," was to keep the guild bank afloat. I played as a full-time "logistics" grunt, making sure that everyone had the mats, faction items, and raw gold they needed to spend more time raiding and less time doing character maintenance of various sorts. And, I stress, I enjoyed it at least as much as the raiders enjoyed raiding; I got most of the social value in terms of chatting and reciprocal appreciation, without worrying about running my own character up to a "best-in-all-slots" template (although, when I quit, I had a couple characters almost as well-geared as the high-DKP, 3-raids-a-week-come-hell-or-high-water folks).

    Knowing what things "really should cost" is a fundamental prerequisite for capitalistic success. Add to that "how to make things cost what they ought to cost," and you've got a future on Wall Street. Don't belittle the skill; appraisal is a respected talent in any sphere, because it requires a fair bit of knowledge about both the object in question and the markets available for that object. The other thing to realize is that at the upper end, a very significant amount of economic activity goes on through established relationships between interested parties, not the auction house or even the public channels. It's simply smarter to make predictable deals on high-end goods and services than to wait it out on the open market, hoping to get lucky and find some high-level person fishing around in need of a quick cash bolus. My job was not just, "put everything on the market at a price, and wait to see what sells;" it involved prediction of highs and lows, and getting onto the market when maximum profits could be accrued. By keeping in touch with a circle of tradeskillers, I could estimate the best time to dump a high-level load of ore or cloth; by watching the open market and looking at the newbie trade goods, I could figure out when a fresh wave of newbies were drilling their way up toward the middle levels of their tradeskills, which would be when I could both clear out my less-valuable goods, and make first contact with more rising players. Add to that some watching for underpriced rares (icing on the cake), and direct deals made with people building "twinks" for various levels of battleground play (sprinkles on the icing, as it were), and you have an idea of what I was doing for the three years I played. Probably the most bot-like thing I did was use several alts to check for some rare vendor items in a few places; occasionally, I would monopolize those resources pretty thoroughly, but that's peanuts compared to leaving a bot sitting around zapping a quest mob every 10 minutes for hours on end, pulling out a heap of rare drops that would subsequently show up in a public channel or the AH, grossly mispriced.

    Let me say this clearly. Don't you dare lump me in with the gold farmers. I was playing the markets to win, but I had no hidden agenda. I was KNOWN as the supplier for my guild, people knew I was interested in turning a profit, and we all got along just fine, for the most part. I hope, for your sake, that you were using an intermediary to pay for anything you purchased (you didn't just GIVE them your CC info, did you?), and that you didn't give them your personal account information, no matter what.

    [ACisRanting=FALSE]

  66. Re:Good! Grind will die! by relguj9 · · Score: 1

    One of the things I discovered when I broke the addiction is that it's actually more fun when a game has a finite life cycle. I can now play a fun and massively less addicting new game every 3 months for the monetary price of playing an MMORPG.

    The social and addiction prices are not measurable.

  67. Card games by KingAlanI · · Score: 1

    "When people try to play MTG and other CCG's like a money game, they quickly lose the ability to play with ordinary players and get stuck in their own brackets even at tournaments."

    Myself, I'm an MtG player who's starting to get into the lower rungs of the tournament scene

    What exactly do you mean by 'money game'?
    Paying the crazy quantity of money to buy tournament-caliber cards?

    The 'stuck in their own brackets even at tournaments.' part I'm not clear on the meaning of either.

    You need to shell out to play competitive tournament MTG (generally), sure.

    How do they "lose their ability to play with ordinary players?".
    Do you mean that some players end up being ultra-competitive a-holes? I don't doubt that that happens, but I say 'not necessarily'.

    Do you mean that the competitive tourney players' decks simply outclass the noncompetitive players', leading to unfun games? Yeah, can happen.

    However:
    * I find myself maintaining separate nontournament decks for purposes like these (and because they have cool themes)
    * Some tournament forums, specifically Standard, place restrictions on your card pool. A quality Standard deck versus an average deck with a fairly unrestricted card pool can still be interesting. (Of course, a quality deck with an unrestricted card pool would whoop ass)

    Skilled cardgame players are still going to beat unskilled players; it's not solely a factor of the

    --
    I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
    1. Re:Card games by Maxo-Texas · · Score: 1

      Even back before Legends, Moxen were going for $200.

      My MTG acquaintances broke down into those who were buying rares to build power decks and those who could not-- and those who made the game their life and were spending 4 hours a night vs those who played every friday.

      A few of them, basically played themselves out of our group. Some people swore to not play with them period.

      OTH, we had a large successful 2+ year long "closed circle".

      We each got 1 deck to start with.
      You played that deck out of the box.

      After a game, a booster was opened and the loser got first pick- with picks being round robin. You didn't get cards for two player duels. They were just for fun.
      We probably spent about $30 a friday on boosters, had a dozen people playing continuously for about 4 hours. Had a blast.

      So I guess that I mean both-- large amounts of $10+ cards, plus people playing 20 hours a week who then try to drop into a casual group and rack up some ego points.

      People lose sight of the fact that you are playing a game as one of many activities you share with your friends and as a way to make friends.

      For some people, the only thing they see is the game. In sports, bridge, etc. various handicap systems exist - the handicap system for MTG was supposed to be the ante (lose the use of a card and possibly lose the card to an opponent) which is pretty harsh. They really needed something weaker-- such as starting with fewer lives or more lives, adding a certain number of "dead" cards to your deck (unless it is rainbow anyway).

      For example, each time you win, the opponent gets to add a card of their choice to your deck. Once you lose, you can take out one card.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  68. Re:Good! Grind will die! by steelfood · · Score: 1

    But you can't get that comfortable steady stream of income on a fun MMO where people play for a few months and then quit. You can on an addictive MMO though.

    At the end of the day, nobody makes a fun MMO, because a fun MMO isn't as profitable as an addictive one. Fun MMO's are, well essentially the multiplayer portion of any regular game.

    --
    "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
  69. I never understood by Rebel_Rebel · · Score: 0

    I never understood why the game makers just go don't go "buy" the gold from the gold sellers and remove the gold from the game and contest the charge on paypal. Do that enough and the gold sellers will stop making real money and the in game gold just vanishes. This solves both the farming gold issue and the issue of people who find hacks in game to dup gold. So long as some one is willing to buy the gold for real money, then there will be some one willing to sell it. You've got to remove the ability of the gold sellers to make profit.

    1. Re:I never understood by Arimus · · Score: 1

      I have a suspicion that for all the protests by games companies about the trade they don't clamp down too hard as those gold farmers used paid accounts and so count as paid subscriptions... then again I'm just cynical.

      --
      --- Users are like bacteria -> Each one causing a thousand tiny crises until the host finally gives up and dies.
  70. Re:Good! Grind will die! by Clover_Kicker · · Score: 1

    Meridian 59 was around in '96, can't think of anything earlier.

  71. 'cough.... cough.... by way2trivial · · Score: 1

    http://www.wowarmory.com/character-achievements.xml?r=Nordrassil&n=nekidexplorr

    level 14 through exploration- NO gear

    (ok, 6 quests completed,before I decided to make it completely masochistic)

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  72. In-game currency as an ingame mall item by magicke · · Score: 1

    I still wonder why game developers don't just add in-game currency as an item in their malls/stores. Granted, it could screw up the game's economy if no counter-balances are set up, but it would make outside currency selling an unviable business, cater to players who can't spend time farming for gold, and clean up chat channels of tradetalk spam considerably. just my 2 coppers' worth of opinion.

  73. Sold gold isnt usually farmed. by Cyno01 · · Score: 1

    Sold gold isnt usually farmed, its stolen from hacked accounts.

    --
    "Sic Semper Tyrannosaurus Rex."
  74. Re:Good! Grind will die! by Aladrin · · Score: 1

    While I did experiment briefly with Merdian 59, Sierra's The Realm was the one I was addicted to.

    I said 12-15 years because I didn't remember the exact date. 13 years is well within that timeframe.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  75. Yet, MMOs allowed an extra queen. Or ten. by PMBjornerud · · Score: 1

    How many people do you think would pay extra money to get an extra queen in chess?

    And yet, you can't. The rules of chess are designed in such a way that it is not possible
    (...)

    But how are MMOs designed? A level 1 player cannot compare to a level 100 player.

    It's the MMO business model. Reward people for spending time in a way that keep them subscribed for as long as possible.

    Scrabble and chess can only be compared with FPS and RTS games. You keep nothing from the previous game except knowledge and skill as a player.

    --
    I lost my sig.
  76. Mythic has gold selling mostly solved by Anonymous Coward · · Score: 0

    Gold selling is a joke in WAR. Mythic has basically solved the problem by making BOE epics below rank 40 only about 4-5 ranks better than their blue or green counterparts. Not only that, but many of them are terribly itemized. Like it's epic, but has the same strength and weapon skill as the blue and just tacks on 20 Willpower so you get some .5% extra spell disrupt chance. There's nothing to buy in the game save a 15g mount. You'll have 20g at rank twenty, even if you buy every green rvr vendor item for which you qualify and dye most of it; just turn in your do Scenario X and Kill 20 players quests which are in every Warcamp (where everyone hangs out anyway at low ranks, they are by the RVR lakes and have the flight masters in them).

    At rank 40 what can you buy with tons of gold that others can't? Super rare dyes that many people don't even like (like Uglu Grey and Skull White; people do like Chaos Black but it's dropped in price somewhat since 1.2).

    You can afford more epic talismans than most people. People normally have 5 tali slots (you can have 7 in most cases, 8 in an extremely rare case). The only talis worth anything anymore are wounds and strength due to changes to scavenging (other epics hover in value between 20-50g, +18 and +19s anyway). Toughness also arguably has value, but I rarely see any made or sold. Suppose you can afford whatever you want, vs. people buying the +16 5 day talis and a few epics, on average you'd have 9-12 more of your primary stat than another player. That's 9-12 out of 700-1100. Most profession buffs range around +100 to a stat, so we're talking about a pretty small number here. +16, 5 day talismans go for 10-40g depending on the stat and last for 5x24 hours of actual play time (they don't tick down while you're offline). They'll last even hardcore players nearly 2 weeks and a month or two for a really casual player.

    Potions are dirt cheap, I'm still using the ones I dropped 40g on a month ago. 20x1 hour long liniments are maybe 10g (these would be the WOW equivalent of flasks). The only expensive ones are the ressurection potions (15-20g per), and high rank guilds can use their guild standard to res. All healing professions have a decent res now since WPs (and presumably DoKs) got theirs shortened.

    BOE set pieces do sometimes go for a lot on the AH, but if you don't already have the other pieces to go with it you are sometimes better off with a blue or a different, theorectically lower, set piece in its place. Plus more of them drop than are actually needed so you can pretty much sell or trade the one not for your class that you lucked out and got for the one you need. Many guilds also just stack these in the guild bank and hand them out as people reach the appropriate rank and gear level to use them. I've not paid for a single one, though I will probably pony up for Conq belt the next time I see one available. Otherwise I have every single one for my main through Dark Promise (the current top end, well, I don't have Warlord or Invader boots, don't think I've ever even seen Ironbreaker ones and couldn't equip the former regardless - I suppose most of my legitimate stash of cash would go towards buying a pair if they ever popped up, but I'd not be much poorer in my game enjoyment if I never got the chance).

    To sum up, gold is currently being spammed hard by spammers in WAR and the price seems to be around 7-9 bucks per 1000 gold (that is more gold than most people will spend in 6 months), down from 15 bucks a month ago. At rank 30 and above killing 25 players is worth 1.75g for a quest turn in, basically you get these quest turn ins not by farming, but by doing the RVR that is the point of the game anyway; i.e. what you're already doing! Gold just isn't a problem in WAR unless you want to buy really expensive dyes, there's just nothing else to spend it on.

  77. Thumbs up by Anonymous Coward · · Score: 0

    I fully support RMT where ever it has no detriment to other players progress. In some games farmers make the game unplayable due to open persistant worlds and hogging a certain mob or boss. I think to some extent WOW has this pegged by making looting even and instance based.

    I had a great RMT experience in EVE this weekend, the company I dealt with to provide 1.5billion ISK went to some extrodinary lengths to launder the money I received. I was given a location to go to and advised to travel light. I was greeted on approach to the location by a small fleet of frigates and a battleship who escorted me to a final location before we got there we were wiped out and podded by another group. I was informed to regroup and we again met the same group I was given 5 soft targets to destroy all worth various amounts totalling 1.5bil with no resistance as a bonus I was reimburst a T2 Frigate and full set of higher quality implants via a corporation contract with a thank you mail from their CEO. I had fun and my discretion is totally assured. Excellent value for $15. EVE is taking a step in the right direction with PLEX meaning peopole can trade real money for game money and game money for subscription extension, the only problem is the exchange rate stinks.

    RMT is a love hate affair the games where farmers spam chat channels etc annoy me if I want the services I know where to look but it is scary how professional some of the services are, top league players and guilds being able to pool resource to create a massive money making machine and the conditions in which some of them work in are dire but I have also seen organisations running very professional office based outfits aswell. If I'm not mistaken IGE is one such company. Theres a pretty intersting documentary on google videos about RMT