Gold Trading Exposed: Introduction

The elephant in the room.

It's a multi-billion dollar trade, yet denied in public by most players. In the first of a four-part weekly feature series, Nick Ryan reports on the current state of the thriving grey market in MMO currencies, characters and items. Future instalments will look at this shady virtual business from the perspectives of the gold traders themselves, the games' players, and the developers who make and run MMO games. This week, we offer an overview of this burgeoning and controversial market - and wonder why, if it's such big business, so few admit to doing it.

Is gold selling like pornography: something more of us do than admit? A shameful secret, something indulged alone and at night, in front of the screen; or during a lunchbreak, safely away from a partner, when a quick credit card or PayPal transaction will go unnoticed by others in-game?

Secret or not, we all hate 'gold sellers'. Apparently. Despise them, even. Ask your friends or colleagues: how many will openly admit to buying services from a gold farmer? Not many. And the ones that do probably harp on just as loudly against them as the next person.

But just who are these scourges of the gaming world? You probably know them as the anonymous figures plaguing your trade chat, offering great deals for game currency, power-levelling services, or the sale of rare items and recipes. In games such as World of Warcraft, the infamous random whisper from a level 1 - "Hello, are you there?" - quickly leads to a macroed advert if you bother to reply. With the well-known 'grind' present in most massively multiplayer online games, how many of us have been tempted to take that short cut?

The received wisdom, as we'll see later from the major games companies, is that such outfits are as good as organised crime: they support and promote hacking and stolen accounts and credit cards. They are not merely a nuisance and headache, but a plague to be stamped out which costs us all millions of greenbacks.

'Gold Trading Exposed: Introduction' Screenshot 1

Warhammer Online doesn't just ban gold sellers, it publicly humiliates them in the chat channel.

Yet if there was no demand, there'd be no market, and no gold sellers. On the contrary, gold selling - or "real money trading" (RMT) to give it its emasculated, industry name, defined as the real-world sale of virtual goods and services produced in online games - is now worth an estimated USD 2 billion annually. And that figure is growing.

Jacobs' Rant

Are more and more of us secretly buying gold and power-levelling services? Certainly when Mythic (Warhammer Online) boss Mark Jacobs posted on the topic back in autumn last year, he stirred up a huge response.

"I hate gold sellers/spammers," said Jacobs. "No, that's not strong enough, let me try again. I HATE GOLD SELLERS WITH EVERY FIBER OF MY BEING. Ah, that's better... And now that they have taken their obnoxiousness to new levels with gold service spamming, I HATE GOLD SPAMMERS EVEN MORE NOW THAN EVER BEFORE." He went on, in a highly personal tirade, to claim that "we have been banning these jerks like crazy."

"We don't wait and let them stay in the game and ban them en masse, my guys ban their useless, time-consuming butts right away. We have a strike team whose sole job it is to get these guys off our servers as quickly as possible." He even introduced a public ban message every time a spammer was kicked. Messages like "Tchar'zanek has ordered the slaughter of [Spammer] and all others of his kind who weaken the Raven Host by providing wealth and power to the unworthy" became commonplace.

Jacobs finished by saying: "We are in for a real fight against these bottom-feeders and it will be a long and costly battle, but it's one we are going to take to them and this is only the first step. After all, this is WAR..."

There followed hundreds of messages in support of his post.

"ALL BOW TO MARK JACOBS!" screamed one exultant fan. "God I love you guys. I really can't say that enough," gushed another. "Big cheer. They're roaches, and as hard to get rid of, and will probably survive when everything else on the planet is extinct," said yet another.

Meanwhile, speaking to Eurogamer last year, RuneScape content boss Imre Jele said that those buying MMO currency were effectively funding digital organised crime, not to mention cheating and ruining the experience for everyone else.

"The biggest concern about illegal real-world trading is - sorry for this example as I know it's not politically correct - it's a bit like prostitution," he said. "It's not necessarily the prostitution which is a problem, although you might have moral problems with it. The real problem is the organised crime that's built around prostitution; the human trafficking, the drugs, etc.

"And that's the same with illegal real-world trading. The problem comes in when they start doing other illegal activities [such as] the use of stolen credit cards."

And yet the RMT market keeps growing. Why?

Stereotypes

We all know the stereotype bandied around. The gold seller we think we know is a Chinese or Korean gold farmer, visualised sitting in endless rows in some developing-world sweatshop, working 12-hour shifts for a miserly few Euros whilst their evil bosses cream the profits and the innocent gamers' lives are made a "misery" by spamming, botting and - as Jele claims - stealing credit cards and hacking accounts before selling back items from those same accounts to their fellow players.

'Gold Trading Exposed: Introduction' Screenshot 2

RuneScape operators Jagex are among the most vocal opponents of gold trading.

But if you look into MMO history, it seems gold selling and related services have been with us since the genre first surfaced in the late 1980s within graphics-based multi-user dungeons, or MUDs. It then progressed through the likes of Ultima Online in the late 1990s to the more sophisticated forms it's seen in today. "Whenever a new online game was launched, items would be available for sale on eBay within a few weeks," says Richard Heeks of Manchester University, who has studied the phenomenon.

According to Vili Lehdonvirta of the Helsinki Institute for Information Technology, the global market for virtual items, characters and currencies already exceeded USD 2.1 billion by 2007. Meanwhile, Heeks claims that the gold selling industry now employs hundreds of thousands of people across the developing world.

"From a development perspective, it is providing income, jobs and skills. It is thus offering one answer to the conundrum of how to create new livelihoods from the ICT infrastructure spreading throughout developing countries," he says, raising a separate and very interesting angle to the usual arguments.

"Selling virtual goods for real money is an increasingly common revenue model not only for online games and virtual worlds, but for social networking sites and other mainstream online services as well," Lehdonvirta points out in his recent study of the sector, mentioning that Facebook and many other social media sites already had a healthy trade in virtual items.

History

"Extreme Gamer", an anonymous young man based in the USA who runs the RMT review site WoW Gold Facts, summarises from a more personal perspective how the gold selling market has evolved - and why so many of us (apparently) want to use these services, despite the frequent public protestations against them.

'Gold Trading Exposed: Introduction' Screenshot 3

Ultima Online was one of the first games to see widespread trading, but at that stage it was still a cottage industry.

"As you would expect, the market for virtual items has evolved tremendously. In most online role-playing games, items - like swords, armour, game currency, potions and tradeskill resources - can be traded from player to player. Items are desirable in the game world. It wasn't long after the launch of the first MMO that gamers were offering each other 'real world value' for items, as an inducement to trade. Perhaps they exchanged real money outside of the game, or perhaps the items were paid for with services, like power-levelling."

He adds: "The buying and selling of virtual items really took hold with the launch of eBay and online payment solutions like PayPal, which made it possible for gamers to build a marketplace and expand the practice beyond family and friends. What began as a cottage industry, in the 1995 to 2000 time-frame, began to mature around 2002 with the introduction of professional sites like MySuperSales.com, which brought security (the fraud rate on eBay was reported to exceed 10 per cent of all transactions), inventory volume, and 24-hour customer service into the mix. By 2006, it had evolved into a billion-dollar business."

In the early days, the inventory of virtual goods which fuelled the growth of the industry came from players and guilds. Beginning around 2005, Extreme Gamer says, small companies in third world countries began "farming" virtual items professionally. "Today, they dominate the supply of virtual items. Most of them are located in the Peoples Republic of China. On the one hand, it's a really wonderful example of how the Internet allows people in developing countries to participate in modern, western markets (and make money they otherwise could not) despite language barriers, distance, import/export restrictions and other challenges. On the other hand, it's really difficult to regulate these small businesses, and dishonest business practices abound."

But there signs of another change, as we'll see in the following articles. The growth of the RMT market has increasingly been driven by game operators themselves selling goods directly to their players. According to Lehdonvirta, in September 2005, 32 per cent of titles surveyed by Nojima in Japan used virtual item sales as their main revenue model. In October 2006, the share had grown to 60 per cent.

With virtual item sales gathering strength on social media sites, too, such as Facebook, Korean social networking site Cyworld or Chinese instant messaging service Tencent QQ, Lehdonvirta says: "This suggests that virtual item sales may in some cases be able to rival advertising as the primary revenue model for mainstream online services, which represents a major shift in consumer online business."

Yet RMT still has a bad name.

Bad company

Almost all commercial game publishers forbid unlicensed gold selling and other RMT activities in their end user license agreements (EULAs). They claim to forbid it because it negatively affects gameplay (it gives players who participate in RMT an advantage over those who don't); it causes inflation in the game economy; it disrupts the game balance, and so on.

"I think these claims are spurious," argues Extreme Gamer. "I think every game player knows that there is no virtual item that can be purchased that will allow a weak player to succeed over a good and experienced player. There is no 'magic bullet' in the games."

'Gold Trading Exposed: Introduction' Screenshot 4

The popularity of World of Warcraft has driven the gold-trading market to a value of over USD 2 billion.

"RMT has a bad name because of fraud, though," he admits. "It's an unregulated industry. And fraud is, unfortunately, rampant. That is why I launched WoW Gold Facts, to shine a bright light on the industry."

E.G. - as he calls himself - says it's ironic that according to contacts he has at RMT sites, efforts by game publishers to stamp out the sector had made the fraud much worse.

"It has resulted in most RMT sites spawning in hard-to-prosecute locations like China. As publishers ban more aggressively, unscrupulous suppliers make every effort to reduce their losses: by using stolen credit cards, by farming with stolen game accounts which cost them very little, by acquiring inventory through hacking game code.

"In my opinion, the industry would be better served if publishers would recognise that lots of gamers - I've heard it's 30 per cent of the player base - like the benefits of RMT, and work with credible companies and allow it to happen. I don't see why this is not possible. They could make a condition of involvement in RMT that players give them a complete release of all forms of liability."

As we'll see later in this series, at least two mainstream MMO firms have put such a toe in the water. The rest remain aggressively committed to tackling the situation, banning the spammers, hackers and bots. But what about the players. and the gold sellers themselves? We'll be hearing from them next week.

Nick Ryan is a journalist and producer, author of Homeland: Into a World of Hate (Mainstream).

Comments (77) 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • stevetuck #1 3 years ago

    im supprised the money grabbing cnuts at blizzard havent started legally selling gold yet :p
    Edited by 1 at 19/03/09 @ 14:56
  • Fixxxer #2 3 years ago

    The link to Nick Ryan's website is pointing to a Eurogamer address and therefore borked.
  • dsmx #3 3 years ago

    The only problem I can see is mmo's refusing to just put a gold trading service officially into the game or get rid of the need for gold entirely.
  • Gurgeh #4 3 years ago

    There's a world of difference between gold sellers and gold farmers.

    Gold farming companies are the sweatshops of the MMO world, but the gold farmers never sell directly to players. Farmers values their high level accounts too much.

    Gold selling companies are borderline and sometimes over the borderline criminals. They buy the gold from the farming companies, put a 50% markup on it and then annoy the hell out of players by spamming trade and local chat channels. Sellers dont value their own accounts since they only need a low level to mail gold, so banning them doesn't hit them the same way a farmer gets hit.

    To keep costs down gold sellers will obtain accounts as cheaply as possible, and nothing is cheaper than stealing someone's character or credit card details:

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    ]http://ww w.eurogamer.net/articles/halifa...[/link]


  • jmg123 #5 3 years ago

    Get the MMO companies to set up an online auction house for items, take a certain % fee like ebay does, integrate it into the game to make sure that sales are legit. Blizzard et al are like the music industry in that respect, trying to apply broken models to realword situations. If they accepted that they can't stop the trading, then finding a way to make it secure and profit from it is the next best thing. As the article says no amount of powerups/itmes/gold will turn a rubbish player into a good player.

    Mind you I never have and never will play an MMO so personally don't care either way.
    Edited by 1 at 19/03/09 @ 15:13
  • Krelle #6 3 years ago

    When I played wow, I had nothing against buying gold. It seems like the clever thing to do, really.

    I look at it like this:
    It takes me x (x= many hours) hours to farm 1000g.
    It takes me one hour to work some overtime, and then buy gold for the money I earnt working overtime.

    Its more than 10 times faster to "grind work", and buy gold. Simple as that.

    Now you may ask me "But Krelle, didnt you enjoy wow?"
    "I did enjoy wow very much. Just not all parts of it. And even if I dont really despise grinding for gold, I think there are better ways to invest that time."

    And if the above reason aint enough, I feel like a king when I put some rice on a poor mans table (:
  • Spekingur #7 3 years ago

    Eve Online has tackled this problem somewhat with buying playtime for in-game money. Not sure on the effectiveness though.

    Also, is this how fanatic organisations (like Al Qaeda) fund themselves? :p
  • stevetuck #8 3 years ago

    dont say things like that... the Daily Mail might be trollin
  • special_move #9 3 years ago

    What I find interesting is that MMO's are so grind-based that people are willing to pay to NOT play the game. Player's seem to be keen on the virtual willy-waving and more exciting gameplay that high end kit opens up but don't want to have to grind there way through to get there. By effectively "skipping ahead" they're getting to the part of the game they actually enjoy and the fact that people are willing to pay (decent chunks) of real world cash seems to be a pretty damning inditement of the current grind-centric MMO design standard.

  • 4thVariety #10 3 years ago

    RMT is the result of crappy game design aimed at enslaving its customers and making them pay their subscription for as long as possible. Consumer are tricked into attributing value to virtual items hidden away behind layers of mindless grind that offers no intrinsic fun. Developers fighting RMT, while at the same time taking subscriptions, are nothing more than jealous goons protecting their own money interests.

    All there is, are a bunch of mental 12 year olds who want to show off their time spent in the game and parade in front of you. If they can't they start whining. look at the consoles and see how rewards are really done. Non transferable achievements, games are not the real world and they do not require an economic simulation within. Why are all fantasy worlds capitalistic societies anyway?. nobody ever complained that being unrealistic.

    /rant
    Edited by 1 at 19/03/09 @ 15:37
  • jonthepymm #11 3 years ago

    I still reckon the MMO creator should sell gold legally - but give a downside too. Buy a million ISK in EVE for a certain amount of real money and your character skill trains at 50% speed for the next hour or day or something - essentially so that you are disadvantaged somewhat compared to the "regular" player who does not buy gold.
  • special_move #12 3 years ago

    jonthepymm: "so that you are disadvantaged somewhat compared to the "regular" player who does not buy gold"

    At which point they'd turn round to non-regulated RMT surely? The whole point of buying gold is to get the advantage isn't it? If you take the advantage away where's the perceived value to players?
  • Spindle #13 3 years ago

    +1 to most of the above. When I played WoW I bought gold. I wanted to raid. I enjoyed raiding. I didn't enjoy having to mindlessly grind for hours a day to be able to raid.

    If I had not been able to buy gold I would proably have quit rather than grind. Ironic really as the grind is meant to be there to retain players. Talk about flawed design.
  • iokthemonkey #14 3 years ago

    I wish people would stop confusing "grinding" with "playing the fucking game."
  • special_move #15 3 years ago

    I wish developers would stop confusing "grinding" with "gameplay".
  • iokthemonkey #16 3 years ago

    I wish developers would stop confusing "grinding" with "gameplay".

    ---

    If you're grinding, you're either playing the wrong game or playing the right game wrongly.
  • Sunyavadin #17 3 years ago

    The biggest problems with this and account farming are twofold.

    Firstly: someone comes into a game, buys a prebuilt account, or gets a ton of cash to start their character off - they tend to get bored far earlier than a standard player and quit.
    This has the result of reducing potential revenue for the company producing the game.
    Now I'm aware I oppose this very argument in claims about piracy so I will admit, many of these players would NOT have played the game otherwise, and yes, even a brief subscription is a subscription - but instant gratification does remove the main component of an MMO which keeps players interested.

    Second, INFLATION.

    MMO economies are tricky as-is. Inflation is a major element and cash-sinks are EVERYWHERE to deal with them (Like Anarchy Online's plastic surgery clinic - which when introduced cost several MILLION credits to use - because that was where the economy stood at the time. As the economy has become healthier and runaway inflation been curbed, cost has been reduced in subsequent patches.)
    With farming of cash, and the stockpiling of it to sell for real world money, you create a major issue. These are players NOT using the cash sinks. It builds up. And then you introduce an OUTSIDE element to the economy. Players are buying things not with earned ingame money, but with money "Magically" produced out of thin air using real world cash.
    As a result inflation becomes unmanageable. Prices become impossible for many players to keep up with. More are forced to resort to buying cash to keep up, and so the problem gets worse. Pretty soon, it reaches a point where doing regular quests and trading ingame you'd take about five years to earn enough cash to afford that weapon you want. And new players are unable to support their characters in this economy and so give up.

    End result of both of these? Less new subscriptions, less players staying on, less revenue for the company running the MMO.
  • Synthesis #18 3 years ago

    Whilst I can fully understand the logic behind purchasing in-game currency in order to skip parts of the game for various reasons, it's highly lame and only serves to hurt the game in which you play. By participating in this you are contributing to the problem and making things worse for other players, making others more likely to leave and handing money to unscrupulous people who are getting rich off of a business that does indeed have many parallels to a drug or prostitution trade even if it's not as obviously 'wrong'.

    Too many people want to reach the end of these games without realising you are playing within a virtual world. The idea of a virtual world is that you get to create your character, choose who you interact with, choose the path in which you go forwards and enjoy the journey towards the endgame. I am no fan of the lower levels in most games, after the initial novelty of a new game wears off I want nothing more than to be at the top with all the nice skills and items, destroying my enemies and challening the strongest players/clans on the server. I do not want to get to the top only to find out my only opponents are people participating in RMT in order to somehow try to compete with my superior ability or intelligence.

    If you don't want to grind to get to the top of an MMO, then find an easier MMO or don't play MMO's in the first place. Just because you want the lovely end game content without working for it doesn't entitle you to cheat in order to get there. I might want to live in a mansion on the Cote d'Azur, it doesn't mean I am entitled to cheat my way there via different avenues of criminal behaviour.

    I say again, if you don't want to invest time in your character, don't play a game that requires it. If you must play an MMO in such a way then find one that offers legal and openly regulated RMT that you can participate in, on a server full of other like-minded folk and see how much fun that is. Of course, most of you wont because you don't buy currency/characters/items to save yourself time, you do it because you want an advantage over other players.

    For a final point it's worth noting that a large portion of those spending their money on currency/characters/items or actually botting/cheating in other ways are the very people who spend 5-10hours per day on the game in the first place. Even with all the shortcuts they purchase or cheat their way towards they still feel the need to play that long because it's not about shortening the journey to the top, it's having an edge over everyone else.

  • Spekingur #19 3 years ago

    I thought grinding was the main basis to 'hook' players? What other reason would there be behind character levels?
  • iokthemonkey #20 3 years ago

    By participating in this you are contributing to the problem and making things worse for other players,

    ---

    [retard]
    so what?

    if their not rich or smart enuff too do that its there fault lol

    [/retard]

    This is unfortunately the problem with most people who use these services - they really don't give a shit about the world or anybody else in it. They don't give a flying fuck about other players - that's why you see kill-stealing, ninja-looting, players buying gold and other "selfish" behaviour, coupled with the "GIEF ME GOLD PLX" and "KILL Q MONSTER 4 ME PLX" attitude to levelling. Many players assume that all other players are little more than AI-controlled characters whose sole purpose in the game is to assist them and make their life easier.

    Playing solo is one thing. But presuming you're the only player of any importance in the game is another.
  • special_move #21 3 years ago

    "playing the right game wrongly"

    Fair point but I believe the onus to change is on the developers. As an analogy we'd all (rightly) criticise a beat-em-up that you could win by repeatedly mashing one move (I'm looking at you Soul Calibur 4) but early level play on some (not all) MMO's can boil down to pretty much that.

    It's a tough challenge and I'm not suggesting I have the answer. If you focus too-much on player skill you'll risk alienating a large chunk of your audience who'll be resigned to never being good enough and if the goal is rewarding dedication / play-time then we're back to grinding as a time-sink.
    Edited by 1 at 19/03/09 @ 16:09
  • iokthemonkey #22 3 years ago

    I thought grinding was the main basis to 'hook' players? What other reason would there be behind character levels?

    ----

    No, "grinding" is the repetition of killing creatures/NPCs to gain XP/gold/reputation from their deaths with no motive beyond this gain.

    For some reason, a lot of people think "grinding" refers to anything that involves killing more than one creature at a time or something that takes you time to complete.

    If you see doing quests and getting XP is "grinding" then every aspect of an MMO is a grind. And unfortunately a lot of people think just that because it takes "too long" to "WIN."
  • iokthemonkey #23 3 years ago

    I wrote a bit on my blog about time sinks (yeah, I know that makes me sound like a wanker) but basically the point I made was it's not about difficulty - it's about convenience.

    What puts people off in a lot of instances (no pun intended) is that your average dungeon raid takes a couple of hours to run. Add to that the organisation and travel and you're looking at a complete evening's play, something not everybody can do. A better solution is to break up "epic" quests into smaller parts that can be done over the course of a week or even months. So rather than have a quest to slay the dragon, you get quests that build up to a smaller, but still "challenging" finale. And in that finale, offer bind-points/continues. If a player completes the quest without them, give them a bonus reward. But don't penalise people who can't attend a 50-man, 5 hour raid.
  • Kikizosan #24 3 years ago

    "Get the MMO companies to set up an online auction house for items, take a certain % fee like ebay does, integrate it into the game to make sure that sales are legit. Blizzard et al are like the music industry in that respect, trying to apply broken models to realword situations."

    Even if companies did that, there'd still be unscrupulous people who didn't want to pay a cut to the developer, so there'd still be the same problems involved. Also, more legitimate players would start playing like gold-farmers - not a good thing, either.
  • Krelle #25 3 years ago

    Spekingur

    Look up the word "endgame" and it will all make sense to you.

    "Grinding" to gain levels is one thing. (The best part of wow, next to 40man raids!)
    Grinding for gold is something completely different. (Very dull, unless you mix it out with funny people at ventrilo/booze etc)
  • Gurgeh #26 3 years ago

    It's nice how people are not considering the people behind these operations. There are the poor people working long hours in poor conditions to farm the money, and who get a pittance compared to the people who sell it to the players. There are the gold sellers themselves who are shady in the extreme. Gold selling is a very easy way to launder real world money and credit, and don't think that tax and revenue services are not paying attention.

    And that's not mentioning the dubious characters behind this industry. Go wiki "Brock Pierce", that's the kind of person you are handing money to because you want to "stay competitive" in an MMO without putting the time in.
  • Kami #27 3 years ago

    I agree but the thing is, economies rely on supply and demand and players level them out usually. Everything finds balance. The problem WoW faces today is the overuse of certain professions against others - jewelcrafting economy is borked, as is the ore, whereas alchemists being rarer can charge much, much more for their wares. And engineering is a spectacular blunder on the part of Blizzard, requiring 12,500 gold in vendor-bought materials alone, furthering it as the useless goldsink profession. This is forced economics and it has more or less split the game into two halves.

    RMT is a hard one because I remember back playing Final Fantasy XI, when companies like IGE et al held the AH system to ransom and milked players not only of their hard-earned and well-earned gil, but for those who were not so well-off they made a killing in real money - at the expense of peoples enjoyment of a game. That is before we get to the idea of sweatshops of people earning barely a fraction of what the machine they are using costs so the people running the shop can sell it at a markup of thousands of percent.

    I do not like forced economies. But I don't like RMT as it stands today, so this should be interesting.
  • kestral #28 3 years ago

    This is just the evolution of cheat codes. Don't people object to gold farmers more than the act of buying hold? This is the same thing as teleporting anywhere in the game world for some money. Convenience to avoid slower progress. Add a loan facility ingame then to allow limited shortcuts
  • Azazel #29 3 years ago

    Game designers employ currency mechanic and then act surprised when it behaves like a currency SHOCKER.
  • scribe #30 3 years ago

    I'm the author (Nick R.) of this, and the following stories.

    There's a limit, of course, what you (one) can do with space, time and budget restrictions. Actually that's a big point about the collapse of traditional newspapers and budgets for investigative journalism + expectation on the Internet by everyone under 30 that "it's all free". But that's another issue, I guess ;)

    All I hope is that across all four pieces we've got enough to engender some interesting debate. Makes a difference to some of the stories I'm sent out to do .. check my site or blog for those http://www.nickryan.net< /a> / <a href="http://www.ryansrants.com< /a>">http://www.ryansrants.com< /a>
    </a>

    best,

    Nick R.


    Edited by 3 at 19/03/09 @ 18:05
  • dsmx #31 3 years ago

    Anything that gets rid of the grind in a MMO is a good thing, it's why I don't play them. I don't see why I should pay to grind out tasks every day of very month people already have that in their lives it's called work.
  • GreyBeard #32 3 years ago

    You want a perfect example of the dangers posed by unchecked RMT, do some research on how the entire economy of FFXI was virtually destroyed by farmers monopolizing items/spawns and manipulating the auction house system using their vast buying power to corner the market on wanted items.

    The result was a period of hyper-inflation that at its peak made it impossible for a new player to actually get anywhere without a sponsor, prices vastly outstripped earning potential for a newbie... it was just broken.

    In a player-controlled economy, you cannot allow these kind of practices to flourish because it hands too much power to groups that are purely financially-motivated. A normal player cannot compete against an organized workforce that is able to dominate spawns and events 24/7.
  • Moz #33 3 years ago

    they are right that gold trade does effect the game's econemy.

    there are way's to make RMT a part of an MMO. Knights of the old republic MMO sounds like it will be a prime example of this.

    However games that aren't designed with RMT in mind are spoilt by it and devs are correct to put a stop to it.
  • Moz #34 3 years ago

    iokthemonkey -

    I wish developers would stop confusing "grinding" with "gameplay".

    ---

    If you're grinding, you're either playing the wrong game or playing the right game wrongly.


    i'm with iokthemonkey on this one, if your grinding too much then your doing something wrong. But at the same time if your looking for fast progression in a game then MMOs really aren't for you. Surely part of the point is spend the time with your character building them up slowly.

    WOW has a good approach of reducing RMT advantages by making some of the best items only availble as drops that are soulbound on pick up so they can't be traded. The only thing this doesn't help is people who pay for power leveling services, but people who pay for those really have missed the point somewhat!! Though again Blizzard are now catering for those people with the tournement servers.
  • sneetch #35 3 years ago

    @Kikizosan
    "Get the MMO companies to set up an online auction house for items, take a certain % fee like ebay does, integrate it into the game to make sure that sales are legit. Blizzard et al are like the music industry in that respect, trying to apply broken models to realword situations."

    Even if companies did that, there'd still be unscrupulous people who didn't want to pay a cut to the developer, so there'd still be the same problems involved. Also, more legitimate players would start playing like gold-farmers - not a good thing, either.


    [link url=h ttp://www.station.sony.com/en/stationcash/index.vm
    ]http://ww w.station.sony.com/en/stationca...[/link]

    I believe Sony already has a system like that for Everquest and Everquest II (but there are limitations that I don't know about) and is implementing a replacement system now. I wonder how it affects things in the game? Anyone know?
  • FortysixterUK #36 3 years ago

    It seems to me the best way to counter the gold selling/farming is for the MMO makers to sell it ( the gold ) themselves. Job done and no problems arise at all. Sony do it. It works. There is no argument for this. Full stop. It works in everyone's favour

    "Illegal" gold selling is there. It's a fact. It's like prostitution, its there whilst there's a market for it. Always will be. ( until they invent robot 19 year old blondes who'll do what they are told and be quiet the rest of the time). However, until that day.......
  • hiddenranbir #37 3 years ago

    This really just shows that the old framework of grinding and having an "end game" to grind towards, and then expansions that merely push back the "end game" for more grinding is silly.

    In my opinion, MMOs shouldn't even have a reachable "end" (A point where this little left to do). Of course, providing that sense of accomplishment must now be determined by something not related to how much time you spent doing it, but simply having completed a variety of challenges that a MMO can throw.
  • AOFanboi #38 3 years ago

    RMT is BAD. Okay?

    1) If playing the game is boring, QUIT! DO SOMETHING FUN! Paying someone else to effectively let you SKIP and thus NOT EXPERIENCE content seems like it is from Bizarro-world. (I am talking about the associated power-leveling services here.)

    2) Mr. "bought the game and a level 80 shaman" will be the DEATH of pick-up groups and raids in general since they will have NO CLUE how to actually play the character. Rais wipes all around for people who have yet to put them on ignore, and when they eventually are on everyone's ignore lists and noone wants to play wirth them, will they then consider it a good investment? "Ah, I got to ruin the experience for twentyfour other players - money well spent!" indeed. (Hm, maybe this should be attempted in real life, too? Some billionaire paying Tottenham to let their untrained geeky son play on the team in PL matches? Would that work?)

    3) As others have pointed out, inflation. The economy is more or less balanced around a certain "playing speed" - gold farmer characters optimising certain ways of gaining goods means this is shifted so that

    4) Tragedy of the commons - gold farmers will hog the "resource" represented by whatever they use to meximise profits, and thus remove those kills from ordinary players.

    5) The sheer annoynace of them: 1st level warrior in Stoprmwind? Gee, I wonder what he is here for. Oh, there's the spam message in /say, /yell, Trade, General... Heck, the last time I fired up the (now free-to-play) ArchLord, my chat window was scrolling fast as a Ferrari with two spammers trying to hawk their wares (i.e. RMT-related goods). They are annoying players EVERYWHERE.
    Edited by 1 at 19/03/09 @ 22:40
  • Krelle #39 3 years ago

    hiddenranbir

    But the endgame in (for example) WOW and FF11 is half the game. Arguably the single most fun part of the game.
    You want developers to just take that away?

    I dont know what your "No goal" game would look like, really. Mayhaps Im too narrowminded.
  • MrMud #40 3 years ago

    Im no stranger to either buying or selling in game currency.

    When I quit Star Wars: Galaxies after 1 year of playing I sold some of my assets to a player owned bank for 2000$ and gave the rest to my PA (Guild).

    When playing wow I also bought gold from a guildmember who had a large supply rather than to spend time farming needlessly.

    I think the problem in wow was that you had to farm for money in order to play the endgame but the moneyfarming was never interesting.
  • iokthemonkey #41 3 years ago

    This is just the evolution of cheat codes.

    ----

    If you want to use a cheat code in a single-player game, that's fine. But to use a "cheat code" to advance your abilities whilst others do not makes a mockery of the whole game.

    Maybe they should just put out a special edition of WoW that, when you sign-up, just flashes up "YOU WON THE GAME!" and then you can immediately uninstall it to save yourself the bother of having to actually play it.
  • Pike #42 3 years ago

    So, "criminalising" a behaviour deemed immoral but which doesn't involve actual fraud or coercion leads to a rise of a black market that bring with it a rise in actual fraud. What a surprise. Surely this has never happened when otther forms of consensual activities between adults deemed immoral have been outlawed.

    The game companies could actually take a good look at the prohibition of alcohol, drugs and prostitution throughout history and what effect those prohibitions hav had on the rise of criminal syndicates. The similarities to gold selling are rather telling.
  • scribe #43 3 years ago

    Yet for all the anger and dire comments, it's clear that people -- players -- do buy in-game items, currency, power-levelling services and even characters in a variety of MMOs. Even when it is against the EULAs.

    There's clearly a demand issue (i.e. in some MMOs there is a demand for outside access to 'cash' in-game). And I would hazard a guess, a certain amount of hypocrisy, a bit like the "pr0n" argument: far more people do it than they admit. Why? I mean, those spammers presumably wouldn't be there unless there was some chance someone was (regularly) buying their product.

    Later pieces in the series will reveal attitudes from gold sellers, players and some of the industry responses.
  • Spindle #44 3 years ago

    There's clearly a demand issue (i.e. in some MMOs there is a demand for outside access to 'cash' in-game). And I would hazard a guess, a certain amount of hypocrisy, a bit like the "pr0n" argument: far more people do it than they admit. Why? I mean, those spammers presumably wouldn't be there unless there was some chance someone was (regularly) buying their product.

    My personal answer to this (early WoW TBC raiding for reference) was I wanted to play through the games 25 man raid instances. To do so required a regular supply of gold. Getting that gold legitimately required either repeatedly flying a circuit around various herb / ore spawn points or repeatedly killing mobs with good drops for hours. Nothing I'd consider fun. Alternatively I could buy the gold and spend the time I saved with my kids. I just don’t understand the whole "you need to put the time in to get to the good stuff" mentality. These things are meant to be games not life substitutes.
  • ratmaggot #45 3 years ago

    The point is, really, all this positioning and ranting by the companies and Mr Big Mouth himself, of WAR is by the by. Goldsellers are not to blame, goldfarmers are not to blame.

    Gold buyers are.

    And the fact is that the buyers are the players - just like you, just like me. I play WOW and EVE and although I've never bought gold or ISK (because the fact is that cash is stupidly easy to make in online games), I hear so many players who claim to not know how to make gold, that I can see why they'd buy.

    But also, as was pointed out, ingame currency doesn't really help you. If you are level 10 you can't buy gear that will make you undefeatable. If you just started EVE, you can't buy a massive battle cruiser and use it. No, most people I think buy currency for the ingame items that require farming: mounts and so on. Its not bought to make the game easier, it's bought to compliment the baseline gameplay.

    Just to add, if a guildmate said to me "god i had to buy 1000g to cover consumables" I'd think they were a little dumb: not for buying gold but for not managing to figure out how to make that gold in two days just by playing the AH.
    Edited by 1 at 20/03/09 @ 11:08
  • Krelle #46 3 years ago

    Spindle +1

    Everyone who havnt been in the same situation as Spindle, me, and others should probably just stfu and stop complaining about people who buy gold.
  • iokthemonkey #47 3 years ago

    Everyone who havnt been in the same situation as Spindle, me, and others should probably just stfu and stop complaining about people who buy gold.

    ----

    I have a life, a full-time job and regularly go out for social events.

    I also play MMOs.

    Not once have I been tempted to buy gold.

    If I don't "qualify" for the content, I don't try to get it. Simple as that.

    What people fail to understand - or more correctly, don't care about - is the damage this does to the game for EVERYBODY by unbalancing the economy. So what happens? You need MOAR GOLD and so you end up lining the pockets of another gold seller, which further destroys the economy.

    But fuck everybody else who plays, right?
  • iokthemonkey #48 3 years ago

    It's a shame VHS rentals are so out now. I think there's obviously a huge market for hiring people tapes that are cued to only show the last 5 minutes of the movie.
  • Rubarack #49 3 years ago

    First up if a company were to start legitimising gold selling and getting a cut in the proceeds you'd quickly see the gold sinks in the game spiral wildly out of control.

    Secondly inflation in MMOS is no bad thing for players, in general terms it means your resources are worth far more compared to the gold sinks, meaning much less grinding. It's only bad for developers as their time sinks become less effective.

    Oh and grinding is any activity you do for the reward rather than the experience. In a typical MMO (say WoW) this is 99% of the single player content plus any of the economical stuff. I'd be interested to see how much RMT goes on in these games next to less grind-tastic experiences such as CoX or DDO.
  • Spindle #50 3 years ago

    iok - If I don't "qualify" for the content, I don't try to get it. Qualify? I bought the game, I paid a monthly sub and yet you think I should still have to "qualify" to see the content? Now present me with a genuine and stimulating challenge that I have overcome to see fresh content - great! I'm there. Tell me I have to do something mindless, dull and repetitive then... no, no, no. Gold buying is a symptom of bad and lazy game design.

    As for the moral issue? Chinese sweatshops etc... how about you go check the labels of all your clothes and check where all your fancy consumer electronics come from. If none of them are "made in China" feel free to lecture me.

    Yes I'll accept that if people didn't buy gold other players wouldn't be getting hacked and having their characters cleared out. But, you know its only a game. I can still sleep despite the cause and the effect.

    The main point I'd come back to is that the real villain here is not gold buyers it is poor game design. As long as you lock quality content away behind timesinks because your fundamental gameplay isn't good enough to keep players playing your game then people will buy their way around the timesink.
  • iokthemonkey #51 3 years ago

    Secondly inflation in MMOS is no bad thing for players, in general terms it means your resources are worth far more compared to the gold sinks, meaning much less grinding.

    -----

    People buy gold because the items they want are too expensive.

    So as a result they devalue gold driving up the prices of everything, meaning people go and buy more gold, which drives up the prices of everything so they buy more gold.
  • iokthemonkey #52 3 years ago

    Try and justify it all you want, Spindle, but you're basically cheating and damaging the game for others.

    And yes, I think you should "qualify" to see the content. That's the, I don't know, POINT OF THE GAME maybe? You know, progression, advancement, doing stuff FOR YOURSELF. "Grinding" in games rarely is. It's more a symptom of somebody raised in a culture that rewards people for just turning up.

    You want to use cheat codes to skip to the end of a game offline, go right ahead. But cheating in online games does nothing but destroy the game's economy, alienate the player base and result in the game's closure. But hey, you got to WIN TEH GAEM so well done you.
  • scribe #53 3 years ago

    Surely the "poor game design" is deliberate. If you can't keep players in the grind, raiding and so on, they'll leave? But a by-product of needing to grind those items and cash is time. If you're time poor and (relatively speaking) cash rich, seems fairly obvious to me some people are going to short cut it.

    Oh -- to those who doubt whether or not it's 30% of MMO players who buy. 1. It's difficult to go a survey of 30 million folks ;) 2. Even research back in 2005 was drawing the figure *22%* as a representative sample [Nick Yee, Daedulus Project]
  • iokthemonkey #54 3 years ago

    But again, we're back to the idiotic belief that endgame = win the game.

    You don't "win" in an MMO and people need to see that.

    I think you actually contradict your own argument though - "grinding" is a Godawful thing to have to do. It WON'T keep people playing. I play MMOs to amass items, explore, have fun encounters/fights, make friends, for the storyline and to generally enjoy the "now" of it. Anybody playing an MMO expecting a "win" is playing the wrong game.
  • scribe #55 3 years ago

    Remember, I'm (as the writer of these articles) simply the messenger here. All I can tell and show you is what I see, what people say to me. I have my opinions, as you can see here, but the interpretations we all draw are interesting ...

    (I've spent a long time researching books among extremists, religious groups, and so on; as well as been in a number of very difficult countries. My own opinion is that we "believe" something first; then we fit our arguments around those beliefs. Even the most high-falutin' academic.)
  • iokthemonkey #56 3 years ago

    Oh I appreciate that. All I'm saying though is that when you say the "grind" is what keeps people playing, the "grind" is also what people don't want. I'm just not getting the connection you're making.
  • Spindle #57 3 years ago

    Surely the "poor game design" is deliberate. If you can't keep players in the grind, raiding and so on, they'll leave?
    Surely if your game is not entertaining enough to keep players by simply being fun then there is something wrong with your game. Timesinks are just plasters on the wounds that are the crap core gameplay mechanics that most mmos are based on.

    Iok - I never bought gold to "win" (although I'll not argue that a lot do). I did it just to allow me to explore, have fun encounters/fights, make friends, for the storyline and to generally enjoy the "now" of it. Just without having to kill hundreds of elementals every nights by pressing 1,2,3,3,3,3 over and over.

    mmos need to get out of the shadow of Everquest. They need to make the core gameplay mechanic a lot more fun and give us dynamic worlds that really change with players actions. Do that and you wont need timesinks to keep players and player wont feel obliged to "cheat" the timesinks.
  • scribe #58 3 years ago

    Another way to approach this: are you saying there is no grind in MMORPGs?

    (My own view? Players get addicted. Needing to slowly level, to get better gear, etc, takes time. If they could leap to end-game, they'd probably quit earlier. Grind to me seems built into MMOs. It puts me off, but I don't have 8 hours a day to play).

    If grind is not built into MMO design ... what is?
  • iokthemonkey #59 3 years ago

    We need to define what "Grind" is to answer your questions.

    For me, "grinding" is the act of visiting an area with the express goal of killing the mobs there, solely to gain XP and/or cash.

    A lot people get confused and think any quest that involves killing X mobs or collecting Y drops is "grind" but that's not true.

    All I can say is I've been playing LOTRO for some time now and have yet to encounter any situation I'd consider "grinding." WoW on the other hand...
  • iokthemonkey #60 3 years ago

    Iok - I never bought gold to "win" (although I'll not argue that a lot do). I did it just to allow me to explore, have fun encounters/fights, make friends, for the storyline and to generally enjoy the "now" of it. Just without having to kill hundreds of elementals every nights by pressing 1,2,3,3,3,3 over and over.

    ----

    Sorry but you did. You're not enjoying the "now" - you were enjoying the "future" of it.

    And can you honestly say you think it's fair you skipped that whereas everybody else "earned" it by investing the time? There's no reason why you couldn't have killed elements every night except that you didn't want to and wanted to jump ahead.
  • WhiskeyTangoFoxtrot #61 3 years ago

    The constant propaganda spouted by Blizzard and other major MMO companies that gold traders are akin to organized crime is completely unsupported by any sort of real evidence; some of the claims made in this article argue strongly against it. Illegal trade is indulged in because the profits from it are great then that of a legal trade - and in this case, these businesses are not netting in excess of 2 billion annually from credit card fraud. Why on earth would anyone jeopardize such a huge cash flow, with almost no overhead, to add a small illegal supplement to it? They wouldn't. No one would believe a claim that Blizzard is using World of Warcraft to launder money to fund the drug trade - there's no way they could make more money laundering drug money then they could by just running WOW - so why risk it? And why bother to steal a credit card, risking criminal prosecution while doing so, to pay such small overhead costs and jeopardize your cash flow?

    Internet credit card fraud as a percentage of total fraud is very, very small, despite all the moronic press it gets - I used to work in the fraud department of an international bank, and the number of confirmed cases of real internet fraud were tiny. Want to know how to really protect yourself? Shred your mail. People with enough intelligence to snatch your credit card number online usually just get safer jobs as network admins. Any half-wit can make off with a bag of your trash.
  • Spindle #62 3 years ago

    Another way to approach this: are you saying there is no grind in MMORPGs?
    God no. What I'm saying is I wish there was no grind in MMMORPGs. I wish MMORPGs were good enough to keep people playing simply because its fun to play, not because you dangle a carrot in front of them. I played Team Fortress for two years, pretty much on a rotation of four maps. No character, no gear and no story line. The game retained me because its core gameplay mechanic was great. My perfect game would be all the great parts of MMMORPGs - the exploration, the team work, the world, the story... but just with an underlying game play mechanic that was fun and engaging. Oh, and no damn grind.

    iok - I guess we have different definitions of "win". I don't see how I won anything? If I had bought gold to go buy a mount or shiny gear then yeah. All I got from buying gold was to avoid dull part of the game and still be able to pay the part I find interesting.
  • iokthemonkey #63 3 years ago

    The point still stands though Spindle that you cheated.

    (I'm using "TEH WIN" in an ironic/moronic sense.)
  • Vasenor #64 3 years ago

    With all the bashing WoW and Blizzard is getting with regards to gold farming here I do think that people should bear in mind how much they limited it.

    Most of the items you need gold for a vanity items or equipment which is roughly equivalent to what you can get by running standard dungeons. Most of the best kit can't be bought you need to raid to get them. In addition due to instancing there isn't the same competition for spawns as there was in EQ for example. You wouldn't be able to get the same situation as in FFXI which was mentioned earlier as organised goldfarmers can't control or deny access to the top end spawns and content to other players.

    Also, as an aside, Scribe in your wanderings how many people did you witness being swayed by rational argument (or the attempt of rational argument in any case). What kind of things have you seen change opinions of the people you interviewed and met during your research.

  • scribe #65 3 years ago

    @Vasenor: My profession has made me somewhat of a hardened cynic when it comes to humanity ;) Rational argument? Hehe, pull the other one ...

    p.s. what I find quite ironic is that one part, and one part only, of one story -- which itself is part of 4 stories (a series) -- gets picked up by other blogs, which then quote each other, out of context, and you get loads of people heading off away from what the actual original stories say ... Ah, the wonders of the Internet.

    Would you believe that right now I am trying to write a 3000 word feature on Islamist gangs for a men's magazine? More coffee!
    Edited by 1 at 20/03/09 @ 16:17
  • Immaterial #66 3 years ago

    This just in (not seen any mention of it in the comments so far)- MMO company granted banking license:
    [link url=http://www.gamesindustry.biz/articles/m mo-service-granted-banking-license
    ]http://ww w.gamesindustry.biz/articles/mm...[/link]

    That'll learn those damned third world terrorist RMT farmers. Shame the publisher (Mindark) seem to be linked to a world of crap though. Or is that 'blah'?
  • Vasenor #67 3 years ago

    Oh, one aside about game companies selling gold and in game assets directly is that it would indeed give them a sort of license to print money. They would be able to create an asset at effectively no (well very little) cost to themselves.

    The only reason they don't do it at the moment is probably the negative PR impact. A significant part of the player base is really unhappy about the thought that someone can buy an in game advantage using out of game means.

    @scribe
    Where are you getting material for that article then? Also, which bit got picked up and quoted on other blogs?
  • scribe #68 3 years ago

    My other article (on Islamism and gangs) comes from five years' worth of research in inner city London. Prior to that, I wrote a book which involved six years travelling inside extreme Right groups (like neo-Nazis). Most of my research is done like this: it's one reason I clash with bloggers sometimes, because any person can just copy, paste and comment on what someone else has created. Original material takes a lot longer (and more costly) to research.

    Anyway, that's an aside. Hope the material proves of interest. My site http://www.nickryan.net< /a> has more of my stuff if you want to see it.

    cheers,

    Nick R
  • 4thVariety #69 3 years ago

    Grind is when you are repeatedly forced to do an action which represents little to no challenge for the purpose of being able to advance at another place in the game. Grind has no meaning, conveys no story, offers no challenge is only there to measure your ability to sacrifice a certain amount of time.


    The quote:
    "but the endgame is..."
    should never be an argument for anything. If you really liked Gears of War, would you still buy it, if part of the deal was, you had to sink 100h into Kane & Lynch before playing Gears? I doubt that. So even if the "endgame" in some MMOs is good, many people will never bear grinding their way until they reach that point.
  • scribe #70 3 years ago

    Not quite sure the point the poster above is trying to make, seems to be several conflicting issues he's raising.

    Anyway, the quote about "prostitution" comes not from me; not from Eurogamer; but from an *interviewee*, namely RuneScape content boss Imre Jele. A quote is a quote, not a view point of the reporter. (I know the blogosphere confuses people sometimes -- some of us actually have to take care about small things like libel, slander, etc ^^)

    Keep reading.
  • iokthemonkey #71 3 years ago

    And about that sweatshop thing: it's either playing WoW 12 hours a day *edit: which most of you do already out of free? will* or breaking your back on a 40 kilo bag of rice in a boiling hot sun or even child prostitution.

    ----

    They're not "playing WoW."

    They're being sat in front of a PC without breaks and told to generate X amount of cash or resources by repeating the same processes over and over and if they don't hit their target within a specific period they won't get paid and so will go home empty-handed.

    So no pressure, you know?
  • 4thVariety #72 3 years ago

    Quote
    They're being sat in front of a PC without breaks and told to generate X amount of cash or resources by repeating the same processes over and over and if they don't hit their target within a specific period they won't get paid and so will go home empty-handed.


    Like anything else with a "Made in China" label in your household. If you look around, I am sure you can find quite some items that were manufactured under the same conditions which you complain about when it comes to gold farming.

    No, the person buying gold to cheat and show off in front of you is not ruining the game. It is you fooling yourself into attributing any value to virtual vanity items, who is ruining the game. Think about it.
  • scribe #73 3 years ago

    Hi 'not my real name' ;)

    I'd just like to say that this was the INTRODUCTION to a series of *four* articles. That means another article is coming this week; and another the next week; and another the next week.

    I appreciate your comments, but it'd be good to see them after the series has finished. Sometimes it's harder than people realise to magic up long, detailed pieces, instantly, for the masses :)

    cheers, and please do keep reading.

    NR
  • iokthemonkey #74 3 years ago

    Like anything else with a "Made in China" label in your household. If you look around, I am sure you can find quite some items that were manufactured under the same conditions which you complain about when it comes to gold farming.

    -----

    I'm sure you could too. But just because I may or may not have made some less-ethical purchases in the past, that doesn't mean you should support every non-ethical sweatshop you can find.

    ----

    No, the person buying gold to cheat and show off in front of you is not ruining the game. It is you fooling yourself into attributing any value to virtual vanity items, who is ruining the game. Think about it.

    ----

    *Sigh*

    I couldn't give a shit about anybody buying vanity items and "showing off" in front of me. The problem is that it's not limited to that and if you actually played any MMOs you'd understand how gold selling unbalances the economy and causes hyperinflation, which leads to the gold you purchase becoming worthless.

    It's a vicious circle - people can't be bothered to put in the effort to earn the cash they need to buy an item, so they buy gold from a farmer, which devalues the gold meaning the item price goes up and we're back to square one.
  • mouseface #75 3 years ago

    It's not just the time saver aspect of buying items that drives players, it's the inability of 'gimped' players to find teams to level with, too. The pressure to have the best, or at least be garbed and equipped acceptably for your level range is huge, especially in older, established MMORPGs.

    I don't buy items, gold, or services for real money, therefore, I find progression infinitely more difficult than those who I know do buy these things. Luckily, the MMORPG I play, Anarchy Online, is familiar to me from past experience, when I returned to the game after being away for over a year, without bothering to reactivate an old account, as I wanted to 'start fresh' in the game on a different server, I at least knew how to make ingame currency. That said, I will NEVER start this game 'fresh' again. Too much grind, and too few opportunities to get into good teams when you not only don't know anyone on the server, but you also have substandard equipment and items, and by substandard, I mean equipment and items a character of your level actually can obtain without help from higher level players.

    The best things about Anarchy Online actually make resisting those gold buying shortcuts harder. Characters are twinkable from level one, so with creativity and ingame resources, a player can take a character far beyond others of her level. Unfortunately, the twinking becomes expected, and as I said before, obtaining twinking items, higher level weapons, rare items, and so on, requires assistance from characters higher level than the character being twinked. Which of course is impossible for new players who don't have friends already in the game!
  • BruntFCA #76 3 years ago

    To people saying gold farming is inflationary; there's a lot of evidence to the contrary.

    Firstly, if someone "farms" gold, they are often farming items such as mithril bars, nethers, etc, this increases the supply of these items as they are sold to generate gold.

    Moreover, the gold is not "injected" in a pure sense into the economy. Remember, the farmers use real play time to "earn" the gold as it were. This gold is then *NOT immediatly spent*, but is transfered to the gold sellers who "re-distribute" the gold. Thus, no more gold is generated than if the "farmers" spent the gold on their own characters.

    If you think about it more, where does the farmers gold come from? Often from selling bars etc, thus the gold of person A is **transfered** to the gold farmer, and then again **transfered** to whoever buys it; the only real increase in the money supply comes from cash gold drops and quests, which any mmo player will tell you are usually quite nominal.

    Gold farmers do however, increase the supply of goods available in the auction house; this is anti inflationary, and in fact increases the total net "wealth" in terms goods on the server.Gold is afterall only a claim on goods that people want, what good is 10,000 gold when there is no wealth in terms of herbs, bars etc in the economy. Farmers in fact are increasing the real wealth and capital goods (bars, herbs, desireable item drops) on a server.

    It is alwasy better to be on high population server, with many farmers, these servers will be wealthy in a true sense. The worst time to be on a server is when "captial wealth" is low. On low population servers, and on game launch you often find ridiculous prices until hopefully farmers move in to increase the stock of capital goods and the velocity of money.

    MMO Devs who tirade against the farmers with their simplistic so called "inflationary" arguments are doing nothing than protecting their time based/grind subscription based business models.
  • mouseface #77 3 years ago

    First, gold farmers do not play the game in a way anyone would play for enjoyment (except perhaps those suffering from severe OCD). Gold farmers can and do glut the market with gold that otherwise would never exist by killing the same mobs over and over, twelve hours every day, to obtain gold directly from the mobs, so it is not just 'changing hands' from farmers to players and back. Also, many farmers use bots to obtain gold this way, further distancing their contribution to the game economy from anything intended by designers or rivaled by players.

    Second, gold farmers hurt the game by camping mobs relentlessly, often using timers to return again and again for a spawned boss that drops a coveted item, thereby denying players the opportunity to kill that mob and obtain that item. Usually, even if a player is there first, the gold farmer (bot or otherwise) will simply outdamage the regular player and take the loot that drops.

    Third, farmers are not stupid, they know very well that glutting the market with certain items will drive prices down. They are perfectly capable of hoarding and doling out the items they farm to maintain high prices.

    With prices high, a glut of gold farmed outside expected game mechanics and ability to buy that gold with real money, and the inability of players to farm their own items, thanks to the constant camping by gold farmers of loot dropping mobs, is it any wonder the result is inflation, demand for gold bought with real money, and a community of disgusted players?

    Then there are services. Yes, you can pay someone real money to outfit your character, you can also pay someone to play your character, or to haul your character along in a team while you sit and watch on follow mode as the xp racks up. This contributes to hoardes of endgame players who have no idea how to actually PLAY their characters. Which gives other players the choice of paying for endgame services teams to level, or teaming with incompetents who get the entire team killed over and over.

    Nevertheless, those who buy from gold farmers, then turn around, equip their characters well, and learn to play them competently are also a problem, because other players, who have not taken that shortcut, are less in demand for teams. Poorly equipped players are considered leeches, taking xp from the team while contributing less than their fair share. Which is all well and good, until you realize that the 'fair share' of heals, damage, and so on dealt out by each player is judged based on damage, heals, and so on, done by other players in the team or players teammates have teamed with in the past. So a competent player who does her best to equip a character appropriately but cannot afford the very best of everything because she does not buy gold with real money is a leech compared to a player who does buy gold with real money and therefore can equip a character with the very best items from start to finish.
    Edited by 1 at 06/04/09 @ 01:30