ok...
now, we must address that selling items-gold is something different than selling complete accounts.
They are, although very related, 2 separated problems.
another thing, i think many here are somehow forgetting the point of the thread, this is speculative for being implemented on GW2.
Quote:
Originally Posted by MSecorsky
Now, let's consider possible ways to neuter EBay's affect on a new GW. As we all know all too well, you can buy, for example, GW gold on EBay, which is gathered by farmers through slave labor in foreign countries blah blah blah...
How would you design a game to prevent this from happening? What changes, no matter how radical (we're for the most part stuck with a life-long capitalistic training)?
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being that told, if there would be such a game,
it is needed:
* A way to prevent account selling. (this being a separate problem)
* NO direct in-game trading of any kind.
Account issue:
I dont know much of this things, but maybe it can be done like you can only access to your game account using the original CD that came with the game.
I know there are always hacks or that kind of things, but maybe that could work or something like that. it must be hardware related i think, so it cant be given away easily.
now forgetting about account, let's focus on
money and items online selling:
no ingame direct trading is a must. So i can only think on 3 possible options:
1==> no tradding at all. if you want something, go and get it by your own means.
The game must be designed according to this, every item must have a right path to be attainable, so there will be many collectors to get max items, there can be nice items quest rewards, and rare items can be droped from bosses (maybe better rate) and many highly looked items could be achieve in a series of missions and quests (something like tormented weapons). Completely avoid the "very lucky factor" for rare weapons and the like.
Gold wouldn't be needed.
2==> Big Auction House. This is nice but it has the flaw of that weird word "shill bidding" (actually 2 words), so it is not that simple.
maybe there could be a tweak to fix that, but i dont have it now.
3==>Traders for Everything. Even though The Herbalizer made a nice explanation on how this wouldnt work. This can easily work if the game is designed for it.
Every item with intention to be tradable (quest items can be left outside) will have a type of trader.
Actually it could be just 1 npc with sections like the priest of balthazar.
we already have a sistem to separate a weapon from insignea from mods, so for weapons there wouldnt be like 252 for a single sword, there could be just like 5 type of a wing blade sword req 9, req 10, req 11, req 12 and req 13. Then on a different section inscriptions the numbers can be fixed to be just like 2 or 3 degrees for that 15% instead of every point. for example 10%- 13% and 15%. (you really dont need more)
and continue like that.
The only necessary thing would be able to separete a weapon in part without any risk at all. So you can sell all components on different parts.
Quote:
Originally Posted by The herbalizer
I bet Anet would love employing staff to research what prices the item traders should buy and sell items at. Gee, tens of thousands of possible items to have a price put on them sounds fun. I somehow don’t think a few staff can do all of this maybe tens of people will be needed to work out and set prices. The costs will be huge. Anet does not lose anything due to gold selling.
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i never understood this paragraph, prices on traders are not manipulated by anet, there is an algoritm that evaluates the offer and the demand and modifies the price accordingly.
you cant transfer items to friends => ok, this is actually the only issue i see. but according to the intention of the thread, it is needed.