GW PLEASE take my money..
Burst Cancel
There are a few intersecting topics here.
1. RMTs cannot compete with Anet. It doesn't cost Anet anything to make virtual gold, so they can always sell it at lower than the RMT can. The RMT actually has to put in non-zero effort and incur non-zero cost, so there will always be a price floor below which they simply cannot make money.
2. Allowing the buying of in-game currency with real money is, in principle, anathema to many (most?) gamers because it creates advantage based on real-life wealth and social status. More importantly, it is essentially impossible for normal gamers to make up the difference. People with a lot of disposable income could simply buy anything they wanted at essentially any price; there can't actually be any in-game market if gold-buying on that scale is allowed, because inflation will be constant and rapid. The only way to keep up with that kind of market is to buy gold yourself.
3. Ironically, the argument that "you don't need gold" can also be used to support the argument that gold should be for sale. After all, if 1.5k and 15k armor are the same, functionally, then where is the imbalance in allowing anyone to get 15k armor for free?
4. The concept of 'work' in a game has always been somewhat curious to me. Games set goals and construct an artificial set of rules and limitations under which to achieve those goals. A lot of people see the goal as the point of playing the game, but that's not actually where the crux of a game is; the real meat of a game is in its presentation and mechanics, i.e., the process of achieving the goal. I've said for a while that any game that requires you to do anything that isn't fun has failed in a fundamental way. If the failure is of sufficient magnitude, then the game as a whole fails and people won't play it. Consider the use of grindbots - they exist because the game requires some kind of activity that the player doesn't actually consider fun, and it's sufficiently unenjoyable that people would much rather spend time not playing the game. Any game that sees this sort of phenomenon has failed a cardinal rule of design.
5. As a corollary to #4 above, prestige unrelated to skill needs to make an exit from game design as a whole. The pursuit of recognition through grind and in-game wealth is the root of the various in-game ills we see (e.g., botting), and has no commensurate benefit.
6. There is actually nothing inherently wrong with a "give me everything" button. If everything in the game were free, people wouldn't have to farm or bot - they could just play the game. Even without such a button, giving rewards based on skill would be more meaningful and productive than rewards based on wealth. This is the system used by many earlier platformers and action games - you were given powerups after beating certain enemies or other special points in the game. At no point did you actually have to grind anything - you just had to be a better player.
7. Immersive game worlds make a better case for established in-game economies and wealth systems - some games have such involved economies that there are actually "Merchant"-type character professions. These are games that try to suck you into a fantasy society, and the lack of a solid economy hurts the game's ability to do so. However, GW simply isn't immersive, because much of the design focus is on convenience - instant map travel, re-rolling stats, instanced areas, death penalty system, etc. In this sense, GW is much closer to chess than to other MMO RPGs - the focus is heavily on mechanics (i.e., setting up goals and an intricate system of rules) and actual play, rather than on an immersive fantasy experience. In this sort of context, there's really no use for a wealth system.
1. RMTs cannot compete with Anet. It doesn't cost Anet anything to make virtual gold, so they can always sell it at lower than the RMT can. The RMT actually has to put in non-zero effort and incur non-zero cost, so there will always be a price floor below which they simply cannot make money.
2. Allowing the buying of in-game currency with real money is, in principle, anathema to many (most?) gamers because it creates advantage based on real-life wealth and social status. More importantly, it is essentially impossible for normal gamers to make up the difference. People with a lot of disposable income could simply buy anything they wanted at essentially any price; there can't actually be any in-game market if gold-buying on that scale is allowed, because inflation will be constant and rapid. The only way to keep up with that kind of market is to buy gold yourself.
3. Ironically, the argument that "you don't need gold" can also be used to support the argument that gold should be for sale. After all, if 1.5k and 15k armor are the same, functionally, then where is the imbalance in allowing anyone to get 15k armor for free?
4. The concept of 'work' in a game has always been somewhat curious to me. Games set goals and construct an artificial set of rules and limitations under which to achieve those goals. A lot of people see the goal as the point of playing the game, but that's not actually where the crux of a game is; the real meat of a game is in its presentation and mechanics, i.e., the process of achieving the goal. I've said for a while that any game that requires you to do anything that isn't fun has failed in a fundamental way. If the failure is of sufficient magnitude, then the game as a whole fails and people won't play it. Consider the use of grindbots - they exist because the game requires some kind of activity that the player doesn't actually consider fun, and it's sufficiently unenjoyable that people would much rather spend time not playing the game. Any game that sees this sort of phenomenon has failed a cardinal rule of design.
5. As a corollary to #4 above, prestige unrelated to skill needs to make an exit from game design as a whole. The pursuit of recognition through grind and in-game wealth is the root of the various in-game ills we see (e.g., botting), and has no commensurate benefit.
6. There is actually nothing inherently wrong with a "give me everything" button. If everything in the game were free, people wouldn't have to farm or bot - they could just play the game. Even without such a button, giving rewards based on skill would be more meaningful and productive than rewards based on wealth. This is the system used by many earlier platformers and action games - you were given powerups after beating certain enemies or other special points in the game. At no point did you actually have to grind anything - you just had to be a better player.
7. Immersive game worlds make a better case for established in-game economies and wealth systems - some games have such involved economies that there are actually "Merchant"-type character professions. These are games that try to suck you into a fantasy society, and the lack of a solid economy hurts the game's ability to do so. However, GW simply isn't immersive, because much of the design focus is on convenience - instant map travel, re-rolling stats, instanced areas, death penalty system, etc. In this sense, GW is much closer to chess than to other MMO RPGs - the focus is heavily on mechanics (i.e., setting up goals and an intricate system of rules) and actual play, rather than on an immersive fantasy experience. In this sort of context, there's really no use for a wealth system.
Zinger314
Money is useless in GW. Might as well sell it for the people who actually care about e-peen.
llsektorll
Quote:
Originally Posted by Vinraith
Because it would drive off far more customers than it would attract by rendering in-game accomplishment completely meaningless. What's the point of an RPG where you can have anything you want without actually playing the game?
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Quote:
Originally Posted by The Martix: Reloaded
The Architect - The first matrix I designed was quite naturally perfect, it was a work of art, flawless, sublime. A triumph equaled only by its monumental failure. The inevitability of its doom is as apparent to me now as a consequence of the imperfection inherent in every human being, thus I redesigned it...
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ModTerrik
Quote:
Originally Posted by Burst Cancel
There are a few intersecting topics here.
1. RMTs cannot compete with Anet. It doesn't cost Anet anything to make virtual gold, so they can always sell it at lower than the RMT can. The RMT actually has to put in non-zero effort and incur non-zero cost, so there will always be a price floor below which they simply cannot make money. 2. Allowing the buying of in-game currency with real money is, in principle, anathema to many (most?) gamers because it creates advantage based on real-life wealth and social status. More importantly, it is essentially impossible for normal gamers to make up the difference. People with a lot of disposable income could simply buy anything they wanted at essentially any price; there can't actually be any in-game market if gold-buying on that scale is allowed, because inflation will be constant and rapid. The only way to keep up with that kind of market is to buy gold yourself. 3. Ironically, the argument that "you don't need gold" can also be used to support the argument that gold should be for sale. After all, if 1.5k and 15k armor are the same, functionally, then where is the imbalance in allowing anyone to get 15k armor for free? 4. The concept of 'work' in a game has always been somewhat curious to me. Games set goals and construct an artificial set of rules and limitations under which to achieve those goals. A lot of people see the goal as the point of playing the game, but that's not actually where the crux of a game is; the real meat of a game is in its presentation and mechanics, i.e., the process of achieving the goal. I've said for a while that any game that requires you to do anything that isn't fun has failed in a fundamental way. If the failure is of sufficient magnitude, then the game as a whole fails and people won't play it. Consider the use of grindbots - they exist because the game requires some kind of activity that the player doesn't actually consider fun, and it's sufficiently unenjoyable that people would much rather spend time not playing the game. Any game that sees this sort of phenomenon has failed a cardinal rule of design. 5. As a corollary to #4 above, prestige unrelated to skill needs to make an exit from game design as a whole. The pursuit of recognition through grind and in-game wealth is the root of the various in-game ills we see (e.g., botting), and has no commensurate benefit. 6. There is actually nothing inherently wrong with a "give me everything" button. If everything in the game were free, people wouldn't have to farm or bot - they could just play the game. Even without such a button, giving rewards based on skill would be more meaningful and productive than rewards based on wealth. This is the system used by many earlier platformers and action games - you were given powerups after beating certain enemies or other special points in the game. At no point did you actually have to grind anything - you just had to be a better player. 7. Immersive game worlds make a better case for established in-game economies and wealth systems - some games have such involved economies that there are actually "Merchant"-type character professions. These are games that try to suck you into a fantasy society, and the lack of a solid economy hurts the game's ability to do so. However, GW simply isn't immersive, because much of the design focus is on convenience - instant map travel, re-rolling stats, instanced areas, death penalty system, etc. In this sense, GW is much closer to chess than to other MMO RPGs - the focus is heavily on mechanics (i.e., setting up goals and an intricate system of rules) and actual play, rather than on an immersive fantasy experience. In this sort of context, there's really no use for a wealth system. |
I would like to take the time to respond to everyone who was kind enough to read through my posts, but I just don't have the time. Thank you again to everyone who posted and especially a big thank you to those who came up with intesesting ideas on how to make this happen. Thank you to the OP too who posted something that I've wondered about for a long time.
P.S. somewhere in the past 20 pages, one poster mentioned that EQ2 has a domain where you can buy items...can anyone point me to that server or information on it?
AshenX
Quote:
Originally Posted by ModTerrik
1. The point for expensive gold is not to make things fair. It is to make ANet lots of money and to foster a highly capitalistic society. If you cannot afford the gold, you do not buy it. Real world analogy: I cannot afford a Prius, I do not buy one. What do the people do who can't afford the gold? Probably the same thing they're doing now, waste their time farming the same spots over and over again.
2.Possibly, that's all conjecture. And even if farmers do go into the buying market, they have to be able to afford it with real world money. Chances are if they're farming, they don't have a lot of real world money to begin with (I'm talking hard core farmers here, not the couple hour a night farmers). Couple hour a night farmers will see some devaluation as will everyone, but (real world analogy) much like ITunes, people will pay money to avoid doing something illegal. If you don't give them an option they will "steal" it. It comes down to this, if you can correctly control the money flow into the game (and believe me they are already watching this closely) you CAN put a cap on inflation. 3. I don't have an answer to this one. Basically your saying people's feelings will be hurt because something that they spent a lot of time and energy on is now readily available. You need to give them a consolation prize, give them a magic marker and let them color their FoW armor or something. Real world analogy: IPhone came out. $500. Two months later dropped the price $100. What did they do? Consolation prize, here is your $100 gift certificate, come in and buy some more stuff from us. You have excellent points. But nothing you've mentioned can't be overcome with one FTE at ANet. |
I am very sorry but you are mistaken about whether or not fairness is an issue here. In fact it was specifically brought up by the pro-gold selling side of this debate arguing that it was not fair for those with more time to have more in gme wealth as a result. In fact the primary pro gold selling argument is not to make money for Anet it is to increase their own in game wealth. As you yourself have said repeatedly, you are supporting the OP because you want to have more in game wealth to spend on your "barbies".
During my hardcore farming stage (I bought FOW armor, chaos gloves for my wife's main character, silverwing recurve bow, multiple perfect stormbows , made sure that all recruits to my guild had max armor and a decent weapon set for their main character, bought more than 20 bone dragon minis as gifts for the officers in my guild, and threw an alliance wide party with more than a million gold in contest and door prizes) I earned better than 30k an hour farming. I farmed a couple of hours a day (a little more on the weekend) while holding down a 10-12 hour a day job. Spent time with my family. Helped out around the house. And generally participated in life (and played through all chapters of the game). Please dont generalize about farmers. Oh I called it a phase because once i had everything I wanted (I didnt hoard my gold, I spent it nearly as fast as it came in) I cut back on my farming drastically and now dont have more than 100-200k at any time.
I can assure you that if I had been unable to generate the gold needed for my expenditures I would have bought it if it was legal. I am sorry but not conjecture at all.
I am not saying that people's feelings would be hurt. I am saying that what you are suggesting would actually take their wealth away from them. I am sorry but taking wealth (we are talking about in game money here) away from those who have it in order to give it to those who don't have it (because charging real world money for it is in fact a way of giving it to those who dont have time to farm it) is one of the definitions of socialism.
I know my responses are out of sequence here but.....Sir I must say that I am very sorry that you believe that working for what you have (as you stated above regarding farmers efforts to get enough gold for their needs) is a waste of time.
Basic economics says that if you increase the amount of currency in the economy without increasing the size of the economy that you will have inflation. Period. I am sorry but you refer to wanting a capitalistic society (despite pursuing an in game socialist agenda-more money for those who dont have it--equal income without equal effort--take wealth form the wealthy to give to the poor) but are not paying attention to this very basic rule of economics in a free market. I am not trying to be insulting here but please do not just brush aside facts, yes I said facts not opinions, that you dont agree with. Adding currency to the economy reduces the value of all money in the economy. It always has. Look at germany post WWI.
The example given of (only !?!)1 billion gold added per week as being workable neglects one basic point. The majority of truly expensive items are purchased from players not merchants. As a result that money stays in the economy. By the end of the year you will have added 52 billion gold to the market. But will have actually accomplished nothing to address your desire for more tomes. If a farmer wants the buying power of his gold stockpile to stay the same then he will charge more for his wares. You will then need to buy more gold to meet his inflated prices. Other people will as well.
Those with items to sell will be encouraged to charge astronomical prices for them (after all they do not know what the buying power of their money will be tomorrow so best get as much as possible today). If there is no cinfidence in the value of the currency then prices go up. Embarking on a policy to increase currency supply regardless of how you think you might be able to avoid inflation (no one else ever has) reduces confidence in the value of the economy to disastrous effect. Period. By the way This last paragraph is not a reference to the GW economy specifically. I avoided references to gold because this is an example of what has happened in the real world time and time again when people thought that the solution to their economic woes was to just print more money. If this solution worked payng for Iraq, social security, etc would be easy. Print a few extra trillion dollars. Solved.
DivineEnvoy
Quote:
Originally Posted by ModTerrik
Thank you. While not supporting or condeming buying gold I think you summed the underlying problems fairly well. I've played enough MMORPG's to know that GW is one of the best when it comes to need to grind (If I ever have to kill another Aqua goblin for his head again or spam flourish's for 80 hours straight I will kill myself). Saying that though, the game can still be better in regards to a mutlitude of styles of play and I feel that selling gold in a controlled and measured way would be the best for the player (both new and old) and especially good for Anet; who's lack of income until GW2 must be weighing heavily on NCSoft investors minds.
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StormDragonZ
No, really, I have to ask:
Does anyone actually play the game anymore? Seems like people find the aspect of having fun more tiring than having the ultimate of everything. I'd like to know why people have to pay real money for ingame gold... what's so GO RED ENGINE important that you have to use real money for that you can't spend a few days and hours gaining at a regular pace.
I'm sorry, but for anyone who complains you don't have enough money or feel you need an extra boost in gold just because of a reason that probably could do cartwheels over my head... you really make me sick.
Does anyone actually play the game anymore? Seems like people find the aspect of having fun more tiring than having the ultimate of everything. I'd like to know why people have to pay real money for ingame gold... what's so GO RED ENGINE important that you have to use real money for that you can't spend a few days and hours gaining at a regular pace.
I'm sorry, but for anyone who complains you don't have enough money or feel you need an extra boost in gold just because of a reason that probably could do cartwheels over my head... you really make me sick.
Lawliet Kira
This has been suggested before and im going to say the exact same thing i posted in that thread.
I dont wanna see some lv 1 noob who just started the game 1 day ago to have FoW armor...ok? Some of us worked hard for it
I dont wanna see some lv 1 noob who just started the game 1 day ago to have FoW armor...ok? Some of us worked hard for it
gone
I'm sitting here losing it, knowing that....probably over half(and that is being generous) of this community has purchased gold for real money.
Yes they should sell gold.
Why? because they can, and sure as a dead man dies, hundreds, if not thousands of people will buy it. as stated. it has been going on since the beginning anywhos.
Yes they should sell gold.
Why? because they can, and sure as a dead man dies, hundreds, if not thousands of people will buy it. as stated. it has been going on since the beginning anywhos.
Yuhe Ji
The thing with Guild Wars is that max armor and max weapons isn't all that expensive. You have very little need to get more except to show off, and the people who do farm enough to get the Obsidian armor and crystalline swords spent a lot of time on it.
The only reason you would want to buy ingame gold using real money is to buy the big e-peen things like 15k armor and flashy weapons. That would make them meaningless to the rest of the community. That would also destroy the economy, possibly to the point where people don't bother farming. No game out there is like that, and Guild Wars will not be the first to start. You can perform just as well as another player who does have the expensive equipment. I see little need for ANet to sell in-game gold.
The only reason you would want to buy ingame gold using real money is to buy the big e-peen things like 15k armor and flashy weapons. That would make them meaningless to the rest of the community. That would also destroy the economy, possibly to the point where people don't bother farming. No game out there is like that, and Guild Wars will not be the first to start. You can perform just as well as another player who does have the expensive equipment. I see little need for ANet to sell in-game gold.
lacasner
Anet should not sell gold persay, but should sell customizable weapons/armors for a certain rl cash prize, therefor the gold influx into the game won't be terribly altered. But yea, I support OP's idea.
Toxage
Quote:
Originally Posted by -Sonata-
One arguement stated is that Anet selling the gold puts other RMT services out of business. No, it doesn't. All it does is a) Validate their operation as a legit idea, and b) Opens direct competition between the two; Anet and the 3rd party service.
If Anet sells 100K at $10, the RMT services will compete and offer 100K + 5e for $8.99. The 3rd party RMT service isn't going to collapse if Anet got into the service. I'll say it again, the 3rd party RMT service isn't going to collapse. 3rd party services want your money in their wallets, not in Anets. They will compete against Anet and make the problem worse. |
Arena Net programmers can just give accounts 1,000 plat in a couple seconds.
RMT companies have to use bots or cheap labor.
RMT companies can't compete with Arena Net if Arena Net wanted to sell gold.
NeonXero
Uhh I didn't read any of the replies yet... but no they shouldn't.
You don't need mo' platz to get things you "need" to "enjoy" the game... the amount of money you "need" can be gained in a few hours (without farming lolOMGz!!/!0)... and by the time you get to where you can get your max armor for whatever campaign(s) you own - if you actually play and don't get a run - you should have the money by then.
Yup.
You don't need mo' platz to get things you "need" to "enjoy" the game... the amount of money you "need" can be gained in a few hours (without farming lolOMGz!!/!0)... and by the time you get to where you can get your max armor for whatever campaign(s) you own - if you actually play and don't get a run - you should have the money by then.
Yup.
DarkGanni
I understand the Op's concerns however when I think about it there are so many players that have a job, a family, a real life.......and they aren't poor players. If they can do it, so do you.
- Ganni
- Ganni
Inger
Quote:
Originally Posted by ModTerrik
Mk. Here's the deal.
This thread is about allowing players to buy gold. Not ModTerrik's idiosyncratic way of playing GW. So, to bring this back on topic. I'd like people to post valid reasons as to why GW should NOT sell gold. After 16 pages I've seen 2 reasons. 1: Don't make my leet stuff that I wasted days on less leet A. Give them a magic marker, give them a special FoW armor dance. There you go, you're still special. Facetious, a little, but you get the idea. 2. It'll ruin the economy. Seen about 4 different ways from users as to how mitigate inflation. An actual economist would probably be able to find even more. Sell only items for cash Make the cash too expensive to buy >>>But then people will still buy illegally >>>>>>and they will be banned Slowly release money into the market place via a reservation system Fix item prices for all items Any other reasons than the above two? Any other novel solutions? Rather than focusing and whining about how it would ruin the game, why don't you do something productive and see if you can find a way to make it work. |
To me, inflation is the biggest problem I would have with RMT from anet. Of course I'm a little vain like everyone else, and would feel like my elite items now show less accomplishment but thats beside the point.
I can think of 3 responses to counter what I said:
Point 1.
You restrict the amount of gold able to be purchased to an amount respective to how much you might earn from normal play. For example, and I think most of us can agree to this, in about an hour of play you should earn about 1-2k just from normal drops. That is of course if you're in level 20 areas. Now you say that the casual player might play about 10hrs in one week. Thus say the cap on gold purchases be about 15k in one week. The argument would be that, I'm not getting anymore gold than what just would have been earned through regular play.
Well to counter that, guess what, you are earning more than what would have been earned through regular play.
When you go out and buy the gold you gain what would have been earned through casual play. Well guess what, when you go out and do quests yourself, you're earning gold on top of what you purchased. Suddenly in the same week of casual play you earn 15k as well as the 15k you purchased. This might seem like a drop in an ocean, but if thousands of players also do this... it starts to add up. It would be especially noticeable in less expensive items like runes and materials.
Now you might say that I don't have time to play, so since I didn't play those 10 casual hours in the week, I buy to gold to make up for that. Nothing is gained above what I would have normally achieved. Well that still leads to inflation, normally the total gold in the economy would not have increased since you didn't play but because you purchased gold it in fact did. Its an artificial increase, once again if thousands of people do it... there will be inflation.
Point 2.
Fixed prices on items. If there are fixed item prices then inflation won't occur. The gold you earn from farming has just as much value after I go out and buy a trillion gold.
Well in a game just being designed this would be an ideal situation. In GW however, fixed item prices would be impossible to implement. With the exception of armor, id kits, lockpicks, collector weapons and things of that nature. All prices are determined by the player base. A basic supply and demand economy is present, where if there is high demand, prices increase or vice versa. Its pretty much impossible to implement fixed prices on all items without pissing off alot of people and really messing up farmers. Not to mention who would decide what each item is worth? Would it be based on rarity?
Fixed prices on all items in GW is just impossible to put in without losing probably almost all the player base. People don't want to go out and pay 100k +80e for that voltaic spear and then suddenly next week anet has fixed the price that the spear is going to be worth 80k.
Point 3.
A special currency purchased from anet that can only be used on things available from merchants/armor crafters/collectors basically any vendor that already has fixed prices.
Well the problem with that is, suddenly the gold you earn from normal play isn't being used to buy lockpicks, armor and ID kits anymore. The value of your gold has increased above the casual players because you can save up and spend your gold just on weapons or tomes or materials. The casual player still has to divide his gold among those previously mentioned fixed price items as well as the weapons and tomes they wish to purchase.
Not to mention those who buy items with their purchased currency would be able to resell those items for a real gold profit(lockpicks probably being the most prominent item)
Those are the 3 counters I can think of to the problem of inflation caused by being able to purchase gold. I think that I have outlined flaws in those counters and shown that they're not viable. If anyone can think of more counters that inflation won't be a problem please post them and encourage more discussion .
---------------------------------------------------------------------------
A little side note here: The only way I think it would be possible for anet to be able to sell "in game currency" would be to just sell items directly for real world cash. These items of course would have to be customized. However this still cycles back into point 3 that I mentioned above. If you have these items purchased from real money, suddenly the gold you have from normal play becomes more valuable. You don't have any expenses to spend it on so you either horde it in your inventory or you dump it into the economy thus again causing inflation.
Alex Dimitri
Bloody Hell this topic spreads like medieval plague.....i knew something is wrong with GW from the start.....did u notice that in game there`s not fat & ugly people at all.......Anet i wanna be fat & ugly char......i can pay..... !
Holly Herro
Quote:
Originally Posted by flubber
I'm sitting here losing it, knowing that....probably over half(and that is being generous) of this community has purchased gold for real money.
Yes they should sell gold. Why? because they can, and sure as a dead man dies, hundreds, if not thousands of people will buy it. as stated. it has been going on since the beginning anywhos. |
StormDragonZ
Quote:
Originally Posted by Holly Herro
POLL TIME. NOW.
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MarlinBackna
Quote:
Originally Posted by Inger
Point 2.
Fixed prices on items. If there are fixed item prices then inflation won't occur. The gold you earn from farming has just as much value after I go out and buy a trillion gold. Well in a game just being designed this would be an ideal situation. In GW however, fixed item prices would be impossible to implement. With the exception of armor, id kits, lockpicks, collector weapons and things of that nature. All prices are determined by the player base. A basic supply and demand economy is present, where if there is high demand, prices increase or vice versa. Its pretty much impossible to implement fixed prices on all items without pissing off alot of people and really messing up farmers. Not to mention who would decide what each item is worth? Would it be based on rarity? Fixed prices on all items in GW is just impossible to put in without losing probably almost all the player base. People don't want to go out and pay 100k +80e for that voltaic spear and then suddenly next week anet has fixed the price that the spear is going to be worth 80k. |
About RMT, I am sorry but I am increasingly alarmed by the realization that more and more people do RMT, which is just sad. I think that RMT represents a gamestyle that should not exist in MMOs: the immature cheater. Now I am not using immature as an insult, but as an adjective. Let me explain with a story...
The first games I ever played were strategy games, starting with Civilization II. Of course, I was a little kid (12 or so), so naturally I cheated. A lot. It was fun for me, because I enjoyed winning with E=mc^2 men and having 90+ cities when I defeated my opponents. I never really understood the mechanics of Civ II as it was way over my head, so cheating was really the only way to "have fun". I then started to play the Age series, starting with Age of Empires II. Still cheated, but began understanding the game more (like gathering resources, making armies and such). Age of Mythology. I cheated for a long while, but then I realized "what if I don't cheat?" I then discovered a wonderful world that really made RTS special to me. I think that was a epiphany of gaming for me, and there began my exploration of different genres, starting with Halo 1 for FPS, and then Guild Wars for MMO, which leads me to today.
Sorry for that long story, but the "immature cheater" that I describe in the paragraph before was me as the 12-year-old playing Civ II. Someone who doesn't understand game mechanics either because they are physically/mentally incapable of understanding them (me) or because they simply choose not to because it is not interesting to them. The second person I described is the one that buys gold, and I'm really sad that they refuse to understand why what they do damages the game as a whole and I wish to tell them, but this type of gamer is also usually stubborn, so reaching them is almost impossible. Therefore, I believe that it is the developer's decision whether or not to support or not support RMT. ArenaNet made its decision, and since they chose the latter, they should do everything necessary to eliminate RMT from Guild Wars 1 and preventing it in GW2. I just hope that the "immature cheater" is not a significant part of the player base, which I think is unlikely because their focus on one game is limited (trust me, I know, as well as many of you.)
Thanks for reading!
-Sonata-
Quote:
Originally Posted by Toxage
I stopped reading your post right there.
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Quote:
Arena Net programmers can just give accounts 1,000 plat in a couple seconds. RMT companies have to use bots or cheap labor. RMT companies can't compete with Arena Net if Arena Net wanted to sell gold. |
They can and they will compete. If you go underground and read the pro-RMT forums and read the posts of players from various games who either a) buy it on a regular basis, or b)work for the companies; You quickly find out that their ability to instantly deliver an order is equally quick as what Anet could do. The RMT business would have been dead, long ago, if they had "Please allow 2 to 4 weeks for delivery" on their pages, but that's not the case....unfortunately.
Shifts of operators running their bots, paid for in "cheap labor" by the owners of the services. Even in games that are true F2P, with cash shops, RMT services still run business for those games because where there is a market in the first place, there's the market of players who still want it cheaper and cheaper.
Competition doesn't always equal taking all customers. You don't create a game like Guild Wars expecting to bury WoW. It typically means, when there's a lot of competition, you aim in getting the biggest slice of the pie you're capable of getting. Afterall, there was once a time where it was thought a high-quality, non-subscription based MMO/CORPG, was planning ones own funeral in the online gaming market. An online MMO without a subscription? That's not possible! They will never compete! Yet, here we stand today. No, Guild Wars doesn't have the largest percentage of their market, but it's a piece against some mega giants in the industry.
The same is said with RMT. No, an RMT wouldn't hold the biggest slice against Anet, nor would it for WoW, nor do they hold a monopoly against f2p games who offer cash shops, but it would still have a hand in making it.
We all know the mentality of such a business. They don't care about game economies, they just want to make their quota. They don't care about who it hurts, they're getting paid on peoples lazy behavior. They don't care if their bots get banned, they make more. They certainly don't care about you and if you get banned, unless they run an automated "I'm Sorry for Your Loss" sympathy card program I'm not aware of.
There is one thing they care about - getting money from you instead of their competition. The proverbial Bottom-Line.
If people are so willing to fork over money to Anet for gold, then it can and would go so far and for those same people to do it cheaper. It's the nature of the beast. Always has been, always will be.
Holly Herro
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Originally Posted by StormDragonZ
One vote for "I've never bought gold with the use of real money."
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Master Knightfall
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P.S. somewhere in the past 20 pages, one poster mentioned that EQ2 has a domain where you can buy items...can anyone point me to that server or information on it? |
beregond
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Originally Posted by GW GF
Do I deserve to have crappy armor and weapons because I don't have the
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/notsigned
If you don't want to work for it, then that's your problem. Like life, everything isn't handed to you on a silver platter. What's next? Hey ANet, can I pay to have the title "God amongst mere mortals" because I don't have any time to work on it, and wnat good hall of monuments for GW2???
And I personally hate seeing noobs that bought like 1000k going around acting like their all leet or something in their fow armor, and expensive weapons and what not, even though they started playing like a month earlier.
And not only that, it would ruin the economy.
And seriously, what enjoyment is there in a game where you work for nothing?
Balan Makki
Well, I guess the real problem of purchasing in game gold is the devaluation of content that was designed specifically for players who like to spend game time achieving something unique. And of course if purchased gold was not flagged to mask it from NPC traders, then it would bork the economy.
A better solution would be NPC Bankers that loaned you 100k and then garnished all your loot and earnings until you paid it back with interest. It would also remove the need for bought gold and likely gut the gold farmers market. Gold borrowed could be flagged differently, partly masked, when used at an NPC trader, keeping the market stable. (Unlike our current housing market, and the poor lending practices, that have shaken the entire global economy.)
Those desperate for Vanity items could borrow for it, at a cost. The longer it takes you to pay back the larger the penalties. If you shelve a character with borrowed armor, there could even be a repo squad that strips you of purchased goods. Thus players couldn't just borrow vanity items across the board and strut around like peacocks. (See U.S. consumers)
Maybe for GW2.
A better solution would be NPC Bankers that loaned you 100k and then garnished all your loot and earnings until you paid it back with interest. It would also remove the need for bought gold and likely gut the gold farmers market. Gold borrowed could be flagged differently, partly masked, when used at an NPC trader, keeping the market stable. (Unlike our current housing market, and the poor lending practices, that have shaken the entire global economy.)
Those desperate for Vanity items could borrow for it, at a cost. The longer it takes you to pay back the larger the penalties. If you shelve a character with borrowed armor, there could even be a repo squad that strips you of purchased goods. Thus players couldn't just borrow vanity items across the board and strut around like peacocks. (See U.S. consumers)
Maybe for GW2.
street peddler
unbelievably bad idea
GaaaaaH
^So an invisible NPC taking drops...like loot scaling but with a purpose!
*Gem*
Some of the suggestions around this make GW feel far too much like real life. I don't know about the majority of the people here but when I play a game it is to escape my lifestyle for a few hours.
Scary Raebbit
Should just sell items. Not gold itself.
You Look Grim
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Originally Posted by GW GF
This is my point. I picture "leet" players as some guy who lives in his mom's basement who barely scraped up the cash to buy the game in the first place... someone who has 26 hours a day to play and spending hours grinding.
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Micromaster
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Originally Posted by Scary Raebbit
Should just sell items. Not gold itself.
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They shouldn't sell gold. I mean, how hard is it to really get gold? Just dedicate yourself to stand in LA or Kamadan for a few hours and power sell. It's not that bad.
Holly Herro
If you really want your armor to look better, you can render it yourself some how.. google it or something
pumpkin pie
How do you get cat pictures, i want to post some so this stupid, people thinking their money is everything thread can go away.
Jamison0071
Cat pictures are found here.
Fril Estelin
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Originally Posted by *Gem*
Some of the suggestions around this make GW feel far too much like real life. I don't know about the majority of the people here but when I play a game it is to escape my lifestyle for a few hours.
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DarkFlame
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Originally Posted by GW GF
Please please please Anet... please find a way that I can enjoy a MMORPG that appeals to everone and doesn't take up too much time to advance.
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Quote:
Originally Posted by GW GF
Try to see my point just for 3 seconds. I don't have time because I work a lot. I do love to play. I see players that have unlimited time to play and that will always have better equipment/runes/etc than me.
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Quote:
Originally Posted by GW GF
I've posted a response to this several times and have yet to hear a response..
HELLO... People are buying gold online ANYWAY. Anet is just starting to really crack down on it. Since it's been happening ALL ALONG, how would it change the economy. All it would do is make it legal. |
So your solution is to limit the gold sold in a week or raising the price such that folks won't go all out purchasing gold? All that does is legitimatize the gold sellers and make it easier for players to rationalize purchasing from them, cheaper prices and no waiting in line to purchase gold. Will players get banned if caught, sure, but by your own admission they won't all be. Heck there are still stacks of duped ambraces around after all this time and the big stink they made.
And where will all this magic gold go anyway? The current gold sinks already do little to curb the amount of gold generated daily by normal play. Kits are free, materials are cheap, no one buys from the skill trainers and armors are a one shot deal. It'll end up going to other players for their tomes, for their weapon mods, for their rare skined items and mini-pets. And up and up the rank it'll go till it ends in the hands of the super rich who already dictate prices. And because so much gold will be floating around, the prices will just have to raised a little more, just out of people's reach and this vicious cycle begins all over again.
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Originally Posted by ModTerrik
Sigh. Well, let's see I believe someone said that about a billion dollars would be generated by selling cash even limiting the cash input to 20k per player assuming 10% of all players bought cash. This would net Anet $250,000 a week selling at $5 for 20k. $10 for 20k would ofcourse, double thta amount.
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Quote:
Originally Posted by MoriaOrc
Number crunching for this policy:
500,000 active GW players (this is a conservative estimate, considering 5m copies sold as of February) 20k cap/week/player 10% players buy gold ----------------- 1,000,000,000 new gold that will be spent into the economy in one week. |
Quote:
Originally Posted by ModTerrik
OK...my lvl 11 mesmer...how do I Cap illusionary weaponry to test a build idea?? Please, let me know something that won't take three weeks of two hours a day of playing. Orrrr...I could buy a leet mez tome and test the build NOW! see that it sucks and move on to something else.
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Originally Posted by ModTerrik
Point 3: Most people, if they DID bother to pick up this game, would play for 2 weeks to a month, get pissed off about the inability to get stuff and quit.
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Originally Posted by Toxage
Arena Net programmers can just give accounts 1,000 plat in a couple seconds.
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Quote:
Originally Posted by ModTerrik
To the people complaining about not having money to buy plat...I have an idea..why don't you get a better job. Go back to school get that degree...quit the 22k a year 7-11 clerk.
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pumpkin pie
P.S
Play the sims2 ctrl+alt+c motherlode :P~
time management. if you don't know how to time manage, you fail.
Play the sims2 ctrl+alt+c motherlode :P~
time management. if you don't know how to time manage, you fail.
Fril Estelin
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Originally Posted by DarkFlame
How many more players would buy gold if it were legal? All those honest players, all those who were once afraid of getting banned, all those looking for an easy way into the end-game, they would all start purchasing gold instead of the relatively few that currently do.
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http://playnoevil.com/serendipity/in...s-winning.html
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Sony's Everquest 2 is an interesting case. They have set up two servers that support "official" in-game transactions (The Bazaar and Vox). It would appear from MMOBux's price tables that these servers do not have substantially different prices than the other servers. This would seem to imply that demand is pretty constant and not affected much by the legitimacy (or illegitimacy) or the transaction service. (I don't have pricing data from the official Station Exchange transaction servers, given what appears at MMOBUX, I would guess that their prices are similar to the black market ones). |
Elder III
This has already been said - but it merits saying again. If you want something in GW, go earn it by spending the time it takes to make the money you need for it. With the exception of FOW armor there is no reason someone can't have 15k armor by the time they finish one of the campaigns, if not sooner. You can get max armor for very cheap to last you along the way... Why would anyone think they should have 15k armor and a 50k sword and 50k shield (examples) when they haven;t spent enough time to even beat one campaign?????????
there's my mini rant on the topic
cheers
there's my mini rant on the topic
cheers
cthulhu reborn
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Originally Posted by Elder III
This has already been said - but it merits saying again. If you want something in GW, go earn it by spending the time it takes to make the money you need for it. With the exception of FOW armor there is no reason someone can't have 15k armor by the time they finish one of the campaigns, if not sooner. You can get max armor for very cheap to last you along the way... Why would anyone think they should have 15k armor and a 50k sword and 50k shield (examples) when they haven;t spent enough time to even beat one campaign?????????
there's my mini rant on the topic cheers |
The problem is not so much that it isn't handy for people who don't have a lot of time to play but that it ruins the game for the people who do have more time to play and want to achieve something that isn't cheapened by someone just wipping out his credit card.
VladDrakken
Listen folks, the solution to this is for ANET to sell a percentage of gold earned from merchants selling consumable items, rarest materials or some elite armors. This way, the economy doesn't get flooded with new money.
For this to work, consumables can only be purchased from merchants. Drop rates for the rarest materials should be extremely low, to appease the its-not-fair-i-am-on-a-budget crowd and to be fair. Use for these materials could be weapons with a unique skin, armor, etc. Purchased armors shouldnt have any pve or pvp advantage, but would have a skin worthy of "real money" (i.e. Look-at-me-ive-got-a-lot-of-money-to-spend-and-be-stupid).
I've been playing MMO since Ultima Online and companies cannot stop people from purchasing items, rare weapons, cash, etc. without them ruining the game, alienating a portion of the playerbase or constricting the game's growth (ie auto customization of drops/weapons, massive bannings, etc.)
"Cheapening" can be avoided by having items EXCLUSIVELY for players who play the game normally and those who wants to pay for items. Same function but different looks. A lot of people here keeps on saying "If you want it, you gotta work for it" ... the person with 3 kids, a wife and a job paying hard earned real money is no different from an 18 year old who have 8 - 12 hours to work towards an in-game item. They just go different routes to achieve the same goal.
Some people here talk about hyperinflation or what not. I wont go very far but if the real world hasn't stop this phenomenon, what can the programmers do short of taxing players?
Now if they have real estate in this game, itd be a different story (For those of you who've played SWG, you know what im talking about).
Guildwars is built for gamers of different types (I didnt say it, the company did). Adding a pay-real-money-for-something-in-game serves a class of gamers. Its a natural progression for a game that captivates more than 5 million people from all walks of life.
Vladimir Drakken
For this to work, consumables can only be purchased from merchants. Drop rates for the rarest materials should be extremely low, to appease the its-not-fair-i-am-on-a-budget crowd and to be fair. Use for these materials could be weapons with a unique skin, armor, etc. Purchased armors shouldnt have any pve or pvp advantage, but would have a skin worthy of "real money" (i.e. Look-at-me-ive-got-a-lot-of-money-to-spend-and-be-stupid).
I've been playing MMO since Ultima Online and companies cannot stop people from purchasing items, rare weapons, cash, etc. without them ruining the game, alienating a portion of the playerbase or constricting the game's growth (ie auto customization of drops/weapons, massive bannings, etc.)
"Cheapening" can be avoided by having items EXCLUSIVELY for players who play the game normally and those who wants to pay for items. Same function but different looks. A lot of people here keeps on saying "If you want it, you gotta work for it" ... the person with 3 kids, a wife and a job paying hard earned real money is no different from an 18 year old who have 8 - 12 hours to work towards an in-game item. They just go different routes to achieve the same goal.
Some people here talk about hyperinflation or what not. I wont go very far but if the real world hasn't stop this phenomenon, what can the programmers do short of taxing players?
Now if they have real estate in this game, itd be a different story (For those of you who've played SWG, you know what im talking about).
Guildwars is built for gamers of different types (I didnt say it, the company did). Adding a pay-real-money-for-something-in-game serves a class of gamers. Its a natural progression for a game that captivates more than 5 million people from all walks of life.
Vladimir Drakken