Title: Tell me why RMT is any different from... Post by: Venkman on December 23, 2007, 05:16:34 AM
This week's barking-at-the-world theme seems to be about the "problem" of RMTs and ways to "solve" it. Plenty of links, but I'll just go with Raph's (http://www.raphkoster.com/2007/12/21/does-trading-suck/#comment-131343). I've personally never had the hate for RMTing, or, I don't recall every having it? I should look that up. In any case, I don't really see that it's any different from the other methods gamers use to get around punitive or boring game mechanics. I think I get why people have a problem with it, and I have yet to see anything that deviates from the emotional. "It's not fair." "They didn't blow their time the way others did". "They trivialize the game". Nothing really substantial that proves there's a dark underside to RMT that a) holds the genre back from the nothing-but-growth it's enjoyed; and, b) disproves the other business model that accounts for so much of the world's MMO activity (microtrans in the East).
And don't get me started on the number of proposed methods to "solve" RMT. So, am I wrong? Is RMTing just another method of gaming the game like the others listed, all to get around problems and keep up with friends or get ahead at all? Or is there some fundamental measurable objective impact it has on the game world? Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 23, 2007, 06:24:28 AM Speaking of RMT,
SOE sold to Zapak Digital of India an RMT company. Zapak Digital entertainment, the online gaming company promoted by Anil Ambani-led ADAG group, is all set to buy out Sony Online Entertainment (SOE) for around $300 million (Rs 1,200 crore). Source: http://economictimes.indiatimes.com/...ow/2643807.cms (http://economictimes.indiatimes.com/Zapak_set_to_buy_out_Sony_Online_for_300_mn/articleshow/2643807.cms) Bye bye SOE? Yet another company outsourced to India? Bye bye SOE Fan Faires? But Smedley denies it: here (http://www.eq2flames.com/general-gameplay/17217-may-explain-few-things.html#post382432) and here (http://www.massively.com/2007/12/23/john-smedley-sony-online-is-not-getting-purchased-by-zapak/) The plot thickens Title: Re: Tell me why RMT is any different from... Post by: Hutch on December 23, 2007, 06:46:30 AM 1) Botting sucks. If I want to go kill a particular group of mobs, for whatever reason, and there's a bot there, for whatever reason, that bot is cutting into my fun. "Go hunt somewhere else" is not a valid rejoinder in this case. Fuck you, I'm the one who's actually logged in and playing the game. The fucking bot should be banned instead.
2) Spamming sucks. I don't care how boring and troublesome it is for some people to actually be bothered to play the game. If you're bored, fucking log out and/or quit. If you respond to any form of advertisements, whether in the game or outside of it, you're partially responsible for spam. Stop it. 3) Raph is a big fucking crybaby for making that post. Oh boo hoo hoo, look at all of these mechanisms we put into the game to make it easier for players to get together and socialize and help each other out. Well boo hoo to you too, Beardy McBeardison. How about the mechanisms you put into the game to make sure that players stick around and subscribe for months or years? If reaching the level cap takes someone X months of pointless grinding against the same four quest patterns and the same two dozen art assets, of course they're going to get bored and, at some point, try to circumvent the system. Especially if they're trying to catch up to their friends, with whom they can't meaningfully adventure (without twinking or powerlevelling) because they've been at the level cap for Y months already. Make a game without a hamster wheel for once. 3 continued) Your business model encourages RMT through the deliberately designed pervasive time sinks. And now you're all like, "hey the developers and publishers should be getting in on that sweet sweet RMT candy. It's only fair." Shenanigans. Make a game that doesn't have time sinks, and you'll have a game where people have nothing to trade their RM for. Of course, to make such a game, you'd need to come up with something for players to do that will keep them engaged for longer than a few weeks. I hear that coming up with content is one of the more time consuming aspects of game development. No wonder you're taking the easy way out. (edit: grammatical fix) Title: Re: Tell me why RMT is any different from... Post by: Arrrgh on December 23, 2007, 06:58:16 AM It causes inflation. Prices on newbie/mid level items go up faster than a real newbie/mid leveler can afford if they don't buy gold.
Title: Re: Tell me why RMT is any different from... Post by: SnakeCharmer on December 23, 2007, 07:01:42 AM Speaking of RMT, SOE sold to Zapak Digital of India an RMT company. Zapak Digital entertainment, the online gaming company promoted by Anil Ambani-led ADAG group, is all set to buy out Sony Online Entertainment (SOE) for around $300 million (Rs 1,200 crore). Source: http://economictimes.indiatimes.com/...ow/2643807.cms (http://economictimes.indiatimes.com/Zapak_set_to_buy_out_Sony_Online_for_300_mn/articleshow/2643807.cms) Bye bye SOE? Yet another company outsourced to India? Bye bye SOE Fan Faires? But Smedley denies it: here (http://www.eq2flames.com/general-gameplay/17217-may-explain-few-things.html#post382432) and here (http://www.massively.com/2007/12/23/john-smedley-sony-online-is-not-getting-purchased-by-zapak/) The plot thickens Ain't happening - this isn't one of those 'The CU is here to stay!' roflcopters declarations. If there was something to it, he would have said, well, nothing. The plot has about as much consistency as nothing. Nothing to thicken up. 1) Botting sucks. If I want to go kill a particular group of mobs, for whatever reason, and there's a bot there, for whatever reason, that bot is cutting into my fun. "Go hunt somewhere else" is not a valid rejoinder in this case. Fuck you, I'm the one who's actually logged in and playing the game. The fucking bot should be banned instead. 2) Spamming sucks. I don't care how boring and troublesome it is for some people to actually be bothered to play the game. If you're bored, fucking log out and/or quit. If you respond to any form of advertisements, whether in the game or outside of it, you're partially responsible for spam. Stop it. 3) Raph is a big fucking crybaby for making that post. Oh boo hoo hoo, look at all of these mechanisms we put into the game to make it easier for players to get together and socialize and help each other out. Well boo hoo to you too, Beardy McBeardison. How about the mechanisms you put into the game to make sure that players stick around and subscribe for months or years? If reaching the level cap takes someone X months of pointless grinding against the same four quest patterns and the same two dozen art assets, of course they're going to get bored and, at some point, try to circumvent the system. Especially if they're trying to catch up to their friends, with whom they can't meaningfully adventure (without twinking or powerlevelling) because they've been at the level cap for Y months already. Make a game without a hamster wheel for once. 3 continued) Your business model encourages RMT through the deliberately designed pervasive time sinks. And now you're all like, "hey the developers and publishers should be getting in on that sweet sweet RMT candy. It's only fair." Shenanigans. Make a game that doesn't have time sinks, and you'll have a game where people have nothing to trade their RM for. Of course, to make such a game, you'd need to come up with something for players to do that will keep them engaged for longer than a few weeks. I hear that coming up with content is one of the more time consuming aspects of game development. No wonder you're taking the easy way out. (edit: grammatical fix) 1) How is the bot cutting into your fun? There is no difference in a bot killing 'your' mobs (that you don't own) than a player that just wants to be a dick about things. You can report the bot for being a bot, but you can't report the player for just being a dick and taking over your kill zone. 3) Heh. The biggest reason WHY as to RMT is as you have written. 3 continued) No time sinks, no reason for people to stay subbed up. You don't get endgame on purchase date. Content is expensive. Having original ideas for content is hard. Paying people for new ideas cost alot of money. It causes inflation. Prices on newbie/mid level items go up faster than a real newbie/mid leveler can afford if they don't buy gold. Players drive the market prices. People that buy RMT'd gold are probably the lowest percentage of players in an MMO - and they don't drive auction houses. Title: Re: Tell me why RMT is any different from... Post by: Hutch on December 23, 2007, 07:18:33 AM 1) How is the bot cutting into your fun? There is no difference in a bot killing 'your' mobs (that you don't own) than a player that just wants to be a dick about things. You can report the bot for being a bot, but you can't report the player for just being a dick and taking over your kill zone. Try not putting words in my mouth. I didn't say they were "my" mobs. The bot cuts into my fun by competing for mob spawns. Just like a player would. The difference is that the player is playing the game. The bot shouldn't be there, and if he's not there, there's more room not only for me, but for the other live player(s) as well. The live meat person pressing keys might be a dick, but the person who buys a bot program and has it play the game for him is automatically a dick. Title: Re: Tell me why RMT is any different from... Post by: CharlieMopps on December 23, 2007, 07:38:03 AM That's great... you like to cheat. There are lots of games that allow that sort of thing. Please get out of mine.
Title: Re: Tell me why RMT is any different from... Post by: Trippy on December 23, 2007, 07:38:40 AM Speaking of RMT, http://forums.f13.net/index.php?topic=11740.0SOE sold to Zapak Digital of India an RMT company. Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 23, 2007, 07:48:19 AM Didnt see it. Sorry.
Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 23, 2007, 08:05:58 AM Never had a problem with it, never will.
In fact, when I buy ISK/gold/plat whatever I'm feeding a poor asian kid somewhere. In Eve, I actually defend Asian farmers I like, and kill the others. Ni hao bitches. Don't like RMT? Play a game where you can hunt down the farmers if you hate it so much. Make a difference! Starve a family today! Title: Re: Tell me why RMT is any different from... Post by: Trippy on December 23, 2007, 08:24:36 AM In fact, when I buy ISK/gold/plat whatever I'm feeding a poor asian kid somewhere. In Eve, I actually defend Asian farmers I like, and kill the others. Ni hao bitches. :awesome_for_real:Title: Re: Tell me why RMT is any different from... Post by: Xanthippe on December 23, 2007, 08:42:52 AM It causes inflation. Prices on newbie/mid level items go up faster than a real newbie/mid leveler can afford if they don't buy gold. I don't know about that. Looking at my experience with WoW: at launch, you couldn't sell a stack of copper ore or bars for much more than 25s because every other newbie was selling stacks of ore or bars. Now, though, on an established server, that stack will sell for 1g or 2g. Is it because of RMT? I don't think so. Supply and demand drive the market much more than RMT. So newbies can sell a stack of copper for 5-10x what it used to sell for. The price of green armor also has risen. It's not any harder to get stuff than it used to be. In fact, I think it's easier because everyone is not competing against each other at the same level anymore. Now, I've never bought or sold gold, and the economic side of mmos is the most interesting part of them, for me. Why would I pay someone else to play the game for me? For me, the journey is the fun - figuring out how to get rich in a game is fun, or where all the neat items are (like pets), exploring new areas, finding new quests. I have never understood people racing up to MAX_LEVEL just to be there for some end game that might not even be fun. If the end game is fun but getting there is not, then why even put in the "getting there" part of it? Why not create a game that starts at MAX_LEVEL, why not just play a game that skips all that other crap? I liked Darniaq's post, and I also like Raph's post. I think people are missing the points in both. Title: Re: Tell me why RMT is any different from... Post by: Resetgun on December 23, 2007, 08:51:17 AM 1. Have you ever played monopoly with real life cash, punk?
2. It cost money for game company: Quote from: Smed (http://www.eq2flames.com/general-gameplay/16896-soe-licenses-3rd-party-rmt-company-game-virtual-property-sales-43.html#post382284) Many of them use stolen credit cards, obtained by unsuspecting users who give them credit card #'s to purchase in-game gold. I'm not saying all of the RMT shops out there use stolen credit cards, but a LOT of them do. Your credit card is absolutely not safe in their hands. In addition we recieve large scale (over $500k so far) fines for chargebacks that these scumbag farmers routinely do. They purchase a new account.. use it for a month and then call the credit card company to say "I never paid for this". Over time, as the # of these incidents rise we get fined by the credit card companies. And it's not just us, other large MMO companies are seeing exactly the same problem. 3. Those fuckers are using keyloggers, trojans and other nasty things that normal computer users are not aware. Quote from: PC World (http://blogs.pcworld.com/staffblog/archives/004683.html) According to Craig Schmugar, a researcher with the McAfee research labs, McAfee now sees more password-stealing malware designed to nab accounts of games like Lineage and World of Warcraft than Trojans that go after financial accounts. Your bank account is still a juicy target, of course, and the single most common variety of password-stealer is still the ‘Banker’ variety. But for total numbers the game-breakers are more numerous. Aside from WoW and Lineage, Legend of Mir accounts are a big target. Schmugar has a couple of ideas about why virtual gold might have such a strong lure. Most importantly, there’s less risk of serious consequences for someone who steals World of Warcraft accounts than for someone caught stealing bank logins, for instance. But it can be just as easy to convert that game gold into real money by way of the thriving game-currency selling sites online. Many sought-after game items, just bits of code and pixels, can fetch a good price as well. 4. Real life value, might mean taxes. Quote from: CNET (http://www.news.com/IRS-taxation-of-online-game-virtual-assets-inevitable/2100-1043_3-6140298.html?tag=item) Of course, no one has ever questioned whether real capital gains from economic activity in virtual worlds is taxable. Thus, if a player makes a real profit by buying and selling digital goods such as weapons, buildings, vehicles and the like, they must, under the law, declare the income. The bigger and so far, unanswered question, has been whether economic gain that is stored in virtual currencies and property is taxable. And that appears to be what Congress may be looking at. /lurker mode on :nda: Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 23, 2007, 09:03:49 AM Hutchypoo.
1) Quote The bot cuts into my fun by competing for mob spawns. Just like a player would. The difference is that the player is playing the game. The bot shouldn't be there, and if he's not there, there's more room not only for me, but for the other live player(s) as well. The live meat person pressing keys might be a dick, but the person who buys a bot program and has it play the game for him is automatically a dick. Your argument sucks. This is a short summary of what you've said: Bots suck. They suck because they cut into my fun. They shouldn't be there. They cut into my fun because they compete with me, and are not actively being played by a person (essentially the defining feature of bots). They shouldn't be there. People who use bots are dicks. So, are you saying bots should be removed from the game because: a) they suck b) they're bots or c) people who use them are dicks? If you want to convince anyone, then you'll need to explain why bots suck without saying 'because theyre bots and bots suck' to get anywhere, unless you want to base your argument on the assumption that you're already right about bots sucking, I mean. See, like how I just said your argument sucks, then I showed you why it sucked. Try that. 2) I guess when you say "spamming" you intend for us to mean "spamming about RMT services", otherwise what you said doesn't make any sense. So, I'll assume that's what I'm supposed to read it as. Quote If you're bored, fucking log out and/or quit. If you respond to any form of advertisements, whether in the game or outside of it, you're partially responsible for spam. Stop it. counter-point!: If you're upset with how the game works, fucking log out and/or quit.If you're paying a subscription at all, then you're partially responsible for the upkeep and profitability of a game you dislike aspects of. Stop it. So anyway, why is spamming bad, again? I guess because spamming sucks? 3) Quote Oh boo hoo hoo, look at all of these mechanisms we put into the game to make it easier for players to get together and socialize and help each other out. Well boo hoo to you too, Beardy McBeardison. While raph does remind me of a some kind of ewok, I read that article as "these are the defining features of an mmo, they are also the things that permit RMT, and if you try to prevent RMT by getting rid of them, then you don't have an MMO any more". Which doesn't sound like crying to me. It sounds like sense. Quote How about the mechanisms you put into the game to make sure that players stick around and subscribe for months or years? If reaching the level cap takes someone X months of pointless grinding against the same four quest patterns and the same two dozen art assets, of course they're going to get bored and, at some point, try to circumvent the system. Your argument here and after seems to be that the systems MMO designers implement, in order to make money, are inherently boring or not fun, and so encourage RMT. You then go on to suggest that they should not implement such systems, i.e. that they should not do what makes them money. This is dumb. Title: Re: Tell me why RMT is any different from... Post by: tmp on December 23, 2007, 09:27:44 AM 1) How is the bot cutting into your fun? There is no difference in a bot killing 'your' mobs (that you don't own) than a player that just wants to be a dick about things. Difference is lack of said dick player behind the keyboard. That means the dick can be sleeping or being dick in competely different zone while the bot carries out the dick duty. Essentially doubling the amount of dick in the game, more if there's dicks running multiple bots each.Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 23, 2007, 09:33:29 AM MULTIHEADED DICKS HITTING ASS AND THIGH...OH GAWD ITS HEVAN!
Title: Re: Tell me why RMT is any different from... Post by: Raph on December 23, 2007, 10:20:53 AM Oh boo hoo hoo, look at all of these mechanisms we put into the game to make it harder for players to get together and socialize and help each other out. Fixed that for you. All the countermeasures against RMT (and for that matter, against everything Darniaq listed) have demonstrably made it much much HARDER to get together and socialize. Surely everyone can agree on that? Title: Re: Tell me why RMT is any different from... Post by: CharlieMopps on December 23, 2007, 10:46:09 AM Oh boo hoo hoo, look at all of these mechanisms we put into the game to make it harder for players to get together and socialize and help each other out. Fixed that for you. All the countermeasures against RMT (and for that matter, against everything Darniaq listed) have demonstrably made it much much HARDER to get together and socialize. Surely everyone can agree on that? You're damned right. Also... if there IS RMT in a game... it will eventually be INEVITABLE that it will be decided in some obscure court case that in-game money is equivalent to REAL money. When that happens, the governments going to get involved and unleash a world of hurt on MMO's all over. Title: Re: Tell me why RMT is any different from... Post by: tmp on December 23, 2007, 10:58:05 AM All the countermeasures against RMT (and for that matter, against everything Darniaq listed) have demonstrably made it much much HARDER to get together and socialize. Surely everyone can agree on that? So did instancing, shift of design paradigm to focus on ability of people to solo their way to the 'end of game' and --ironically enough-- the social tools like guilds which wind up as convenient mechanics to avoid everyone who's not part of guild. I'm just not sure if i'll agree with you that "the point of MMO" is to make people socialize first and foremost and as much as possible. Certainly not if the players themselves are any indication, as the tendency in last few years appears to be, people want to play these games while socializing as little as possible. The MMO aspect seem to have very little to do with socializing, and much more with waving the e-peen in front of sea of strangers. The bigger, the better.Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 23, 2007, 11:07:20 AM The MMO aspect seem to have very little to do with socializing, and much more with waving the e-peen in front of sea of strangers. The bigger, the better. flashing people is a form of social interaction. Title: Re: Tell me why RMT is any different from... Post by: Raph on December 23, 2007, 12:32:49 PM All the countermeasures against RMT (and for that matter, against everything Darniaq listed) have demonstrably made it much much HARDER to get together and socialize. Surely everyone can agree on that? So did instancing, shift of design paradigm to focus on ability of people to solo their way to the 'end of game' and --ironically enough-- the social tools like guilds which wind up as convenient mechanics to avoid everyone who's not part of guild. I'm just not sure if i'll agree with you that "the point of MMO" is to make people socialize first and foremost and as much as possible. Certainly not if the players themselves are any indication, as the tendency in last few years appears to be, people want to play these games while socializing as little as possible. The MMO aspect seem to have very little to do with socializing, and much more with waving the e-peen in front of sea of strangers. The bigger, the better.I am not sure this is actually the case, and would love to have hard stats on it. Certainly "playing alone together" and soloability is a huge thing (and I have been an advocate of soloability since the get-go). But I think most people still treat WOW and other games as basically the bar they go to hang out at. Title: Re: Tell me why RMT is any different from... Post by: waylander on December 23, 2007, 01:02:19 PM A repost of my response to RMT from over at Lum's site. Again, I post this from the perspective of a guildmaster who has to deal with resource issues and manage the collective effort of a top tier competitive guild with 13 years of success.
Quote I am sorry to say this, but the developers have created the RMT market due to poor game design. Last year I wrote an article about MMORPG’s (http://www.lotd.org/index.php?page=31), and reiterated that the current design isn’t friendly to the average PC gamer. There are too many time based barriers that prevent people from being able to game with their friends. That lead me to write another article about making guild friendly games (http://www.lotd.org/index.php?page=63). Both of these articles are extremely popular at Guildcafe.com, and Guildcafe now has close to 60,000 members. I’ll also point out that I’m the most famous person there..p. Anyway dealing just with RMT and not the other barriers, it basically boils down to a couple of things. The first thing is that in most games you gain money by sitting there mindlessly bashing mobs, mindlessly crafting, or mindlessly running delivery type quests. That is boring as hell, and it takes up a lot of someone’s time. Your average PC gamer (30 years old) has 1-3 hours per day to play your game, and they don’t want to spend 2 hours of it doing boring things. Too many games have made someone’s virtual worth all about the gear they wear. So people who don’t have the right gear don’t get in the fun groups. In order to get that gear, they need real or virtual money to outright buy it or in-game money to craft it. Once they have their phat lewt, they get in the good groups. So the guy who has the money but not the time is going going to buy what he needs so he can skip through the boring stuff, and get to the good stuff. This also goes into the RMT for powerleveling services. I have paid for powerleveling services in two games in recent years because I simply don’t have the time to slosh through the boring stuff, and I can’t keep up with my friends who can play more than me. So I can be left behind and quit the game, or I can pay someone to level me so I can keep playing with my friends. Most games force you to quit or pay for powerleveling because their grouping mechanics penalize higher level people from doing anything with lower level people. CoH has a sidekick program that’s cool, but it sucks for helping lower level people catch up with the higher level people. Also if you get too far from your higher level mentor you become a newbie again and die easily. The lower level guy brings nothing to the group because he’s only got access to his low level powers, and thus the brilliant idea ultimately fails. The other side of this is guild based advancement. Many guilds need to have a lot of things to offer their members in order to attract and retain new recruits. Therefore they are willing to buy resources they need to craft things, develop a cool guild house, or even buy Powerleveled characters that are specifically tailored to help the guild achieve PVE or PVP goals. IMHO if developers want to crush external RMT services, then they need to be willing to offer the same type of service. People are always going to be crunched for time and willing to buy premade characters, uber items, gold, etc. You will never crush the external market so long as games are stuck in a “massive time spent = game advancement” model. Or developers could simply have a system that lets people powerlevel their friends easily, have good item drops as a standard part of the game, develop a flat leveling curve so that after a certain point levels don’t matter a whole lot while speeding up advancement to that point, make a solo game more viable with missions that can be done in 60 minutes or less, and giving guilds the tools they need to actually help their membership. But otherwise sitting here crying about RMT is stupid because it is a direct result of poor game design that doesn’t fit the profile of a 30 year old gamer with a professional career, real life responsibilities, and money to burn so he can bypass all the bullshit you find in today’s game design. Title: Re: Tell me why RMT is any different from... Post by: geldonyetich2 on December 23, 2007, 01:44:53 PM Disclaimer: I've had a severe pain in the neck for the last couple days, so I'm not in a good mood.
Myth: RMT does not create bad behavior. Without it people would find a different way to cheat, in that or another game. Fact: RMT does create bad behavior. Farmers who are in it for RMT are often quite aggressive and annoying players, and many of us have witnessed this first hand. In-game advertising of RMT services is another form of bad behavior. Just a few days ago I witnessed how a City of Heroes email spam bot totally clogs the entire consignment system. Myth: RMT does not cause advertising. The ability to spam does. Fact: RMT does cause advertising on the merit that paying for RMT facilities the business. If nobody ever did RMT, there'd be a whole lot less advertising it. Every time you pay for RMT, you are responsible for my future in-game spam, and I rightfully resent you for it. Likely the only way that the could remove "the ability to spam" would be to remove player to player communication from the game entirely. Yes, RMT conductors are that good at gaming the system. Myth: Only stupid companies cheat at the game and piss off players while conducting RMT. Nails to be hammered by Blizzard. Fact: To call somebody "stupid" is a cop-out - these people had genuine motivations to game the system, and they were clever enough to find ways to do it. They're being no more "stupid" than any other participant of organized crime. Opinion: If you are conducting RMT at all, you are both facilitating players cheating while pissing off players as myself, thus there is no "stupid company" differential. All RMT participants should be hammered by responsible MMORPG companies who clearly state in their TOS that RMT is not allowed in their game. Myth: Anyone who thinks RMTing gets players to l33tdom hasn't played a post EQ2 MMO at the endgame, when the real separation betwee[n] have and have-nots begins. Fact: Whether or not it actually delivers l33tdom to players, this is what RMT participants think they are getting. This emerges as a point that RMT not only games the system but cheats its participants as well. Myth: There is no actual Magic Circle of immersion. It's all in the mind. If your immersion absolutely requires everyone else feel that same level of immersion, you're in the wrong genre, and as pissed by RMTs as you are by g1ml1 and dirkv4der. Fact: Well okay, that one's a fact. However, fostering suspension of disbelief is an important enjoyment level of the game to many players. It's the roleplayer's motivation, the imagination creating enjoyment, and it's the only genuine part of RPG that ever was. To refute this as worthless illusion that needs to be discarded is to brand all RPGs as worthless as nothing more than adding machines or (at best) strategy games. Title: Re: Tell me why RMT is any different from... Post by: Ratman_tf on December 23, 2007, 01:49:14 PM RMT companies fill up my games with spam. Spam in-game emails. Spam group invites and /whispers.
On a very good day, I can tolerate the spam. On a bad day, it fills me with teh rage. Hulk level rage. I'd smash them in the face with gamma-irradiated fists if I could. I hate spam. Re: Socailization. Most all MMOGs are designed to kill socalization and drive us all to soloing anyway. If they don't give a fuck about it, why should we? Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 23, 2007, 02:06:20 PM Great thoughts all!
Quote from: Arrrgh It causes inflation. Prices on newbie/mid level items go up faster than a real newbie/mid leveler can afford if they don't buy gold. Quote from: Geldon RMT does create bad behavior. Farmers... Farming causes inflation. Farming is the "bad" behavior. RMTing is just one transaction to help move the gold around. Remove the need to farm, or place the major rewards behind other gates. And Geldon, you're niave if you think advertising would go down without RMTing. Like I said above, visit any commerce center. There's virtually no actual RMT advertising, and yet you can barely keep up with what's being barked. You ever stand in Coronet Starport pre-CU? In EC tunnel before Luclin? Ironforge? Bree? In more recent games, random tells and random party invites have risen, but those are a joke. Add to the /ignore list. If adding someone to ignore is a problem for you (in general, not just you personally), then you're either very tolerant of everything but RMTing, or you don't run into other people often :-) Quote Whether or not it actually delivers l33tdom to players, this is what RMT participants think they are getting. The very first time they make a purchase. They are not repeat customers though. Some games have been designing them out of the equation (BoP, rep-rewards, etc).Quote from: Resetgun 3. Those fuckers are using keyloggers, trojans and other nasty things that normal computer users are not aware. These are the fly-by-nighters, not the professional RMTers (why I called this class of operator "stupid"). You don't go pro and stay there by constantly doing the sort of stupid stuff that a) any company can recognize is happening; and, b) IP-bans for. There's only so many times you go buy a new box and switch around your IP address before it starts cutting into your business. Nah, the pro RMTers exist under the radar. However, I agree with your other part about the taxable income. There's been talk of it already, and if the industry does continue to grow, it'll eventually be a legitimate source of taxable income. That is, unless the industry in the West evolves the way it did in Korea and just internalizes RMT :-) Quote from: Raph But I think most people still treat WOW and other games as basically the bar they go to hang out at. I think this goes back to the whole "Designing in the downtime". There isn't enough of it in WoW, certainly not like SWG, UO or early EQ1. I'd say WoW is more like the local OTB: go to "win" but have some other corrollary fun as well. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 23, 2007, 02:16:16 PM I blogged about this a while ago, you can read what I wrote here (http://antipwn.wordpress.com/2007/02/09/rmt-professional-powerlevelling-and-so-forth/).
Additionally, from the POV of a game provider rather than a player, RMT sucks and not just because we aren't getting a slice of that cash. It massively increases customer support calls and puts a CS department into a position where they have to determine whether a player is lying to us about sharing his account with a third party (pro-tip: customers don't enjoy being called out on lies). For those unaware, the majority of gold for sale does not spontaneously pop into existence. Normally the gold is generated as a by product of a powerlevelling operation - players purchase powerlevelling, hand their accounts over to some Anyone who doesn't think that is an issue is frankly deluding themselves. As a player I hate it because if I wanted to be playing a game where the thickness of my wallet gave me an advantage, I'd have picked one of those games from the start. They exist, they do very well indeed but I'm not interested thanks. That's not to say I enjoy mindless grinding but that's a cop-out. If you want to play the game then play the damn game already. Good games design should make all aspects of the game fun and generally that's true, even in traditional DIKU games, levelling and so forth can be fun if you make it so. Choosing to play in an unfun manner does not give you the right to bitch that the game isn't fun. Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 23, 2007, 02:25:35 PM Do you think the motivation to play as you describe would be any less without the secondary market?
Title: Re: Tell me why RMT is any different from... Post by: geldonyetich2 on December 23, 2007, 02:34:50 PM Quote from: Darniaq And Geldon, you're niave if you think advertising would go down without RMTing. Like I said above, visit any commerce center. There's virtually no actual RMT advertising, and yet you can barely keep up with what's being barked. You ever stand in Coronet Starport pre-CU? In EC tunnel before Luclin? Ironforge? Bree? What the hell does RMT advertising have to do with advertising legitimate in-game services and goods (such as a Coronet doctor advertising he can buff people). Don't call me naive if you're blathering this shit.Ack, my back, the ibuprofen, it does nothing. Title: Re: Tell me why RMT is any different from... Post by: Ratman_tf on December 23, 2007, 02:37:50 PM In more recent games, random tells and random party invites have risen, but those are a joke. Add to the /ignore list. If adding someone to ignore is a problem for you (in general, not just you personally), then you're either very tolerant of everything but RMTing, or you don't run into other people often :-) Dude. In WoW it had reached a fever pitch the last time I logged in about two months ago. Anytime I logged in it was every fucking 5 or 15 minutes. Ping. /tell. /invite. email notification. Any one of these fuckers put on ignore is gone from the game within 20 minutes, and another /tell is incoming from Pat00000000120120152359. I can only assume that these jackanapes spend thousands and thousands of dollars a day on WoW accounts for spam purposes. Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 23, 2007, 03:13:53 PM Now ya got me wondering if it's smarter for RMTers to advertise from their bot accounts to spam from special spam accounts :wink:. On the one hand it's cheaper (and you can spam while farming). On the other, a banned spammer also becomes a banned farmer.
I play these games probably as much as any but the most elite here, and have always played on the most populated servers (on purpose). I never seem to suffer the attacks that others do so much. I'm either lucky or playing at the wrong times. Quote from: Geldon What the hell does RMT advertising have to do with advertising legitimate in-game services and goods (such as a Coronet doctor advertising he can buff people). Don't call me naive if you're blathering this shit. It's advertising at all. Advertising itself would not go down if you magically removed RMT. The vacuum would be filled by something else. And don't pull that "legit" bullshit either. People were farming, exploiting and pissing off other players in competitive-spawn/supply-demand virtual economies since they've existed. You've played in those games too. Maybe "niave" was the wrong word...Title: Re: Tell me why RMT is any different from... Post by: geldonyetich2 on December 23, 2007, 03:36:35 PM I don't care about people advertising to sell in-game stuff for in-game stuff. I care about people advertising about out-of-game stuff. It's an immersion breaker, but not only that, it's also annoying because I prefer people progress by playing the game instead of paying real money to the people that rape it.
Title: Re: Tell me why RMT is any different from... Post by: tmp on December 23, 2007, 04:08:21 PM But I think most people still treat WOW and other games as basically the bar they go to hang out at. But then the ability to echange gear/money with other player or lack thereof doesn't actually affect such casual bar-like interaction. For that matter you probably don't need large parts of what's typically put in MMO to get the 'virtual bar to hang out at', and the desired functionality can be pretty much duplicated by any single player or small multi-player game paired with chat server. Or in some cases by chat server alone. So dramatic hyperboles how removal of option to trade goods might as well mean the game should be devoid of any ability to interact whatsoever... it sort of falls flat and short of making the point.Title: Re: Tell me why RMT is any different from... Post by: JoeTF on December 23, 2007, 04:38:42 PM You want to get rid of RTM, you ban PL customers. The whole thing about RTM is about finding equilibrium point between money lost from banned costumers and money lost from increased CS costs.
Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 23, 2007, 05:31:39 PM But then the ability to echange gear/money with other player or lack thereof doesn't actually affect such casual bar-like interaction. For that matter you probably don't need large parts of what's typically put in MMO to get the 'virtual bar to hang out at', and the desired functionality can be pretty much duplicated by any single player or small multi-player game paired with chat server. Or in some cases by chat server alone. So dramatic hyperboles how removal of option to trade goods might as well mean the game should be devoid of any ability to interact whatsoever... it sort of falls flat and short of making the point. There's no single feature that makes up a socially-interactive space, just as there is no single type of player that represents everyone in it. These games are not just virtual bars. In fact, I don't think that's a good analogy. Rather, I consider them more like Off Track Betting places, casinos, or even bowling alleys.
One of those distractions is the ability to socialize. But that's part of the total experience you're seeking. People say MMORPG goals are social lubricants, a way to get people comfortable being and working together. I don't. Rather, I thank that for the popular MMORPGs, the game is the reason people go, and they socialize along the way because there happens to be other people there (beyond the folks they brought themselves). These worlds are a balance of a lot of different things. RMTing is just a result of one way of playing these games (farming), itself a result of some design decisions along the way (grind vs narrative-based achievement, and everything form junk to l33t tradeable). These games have already been adding restrictions to interaction. And for the emotionally-charged out there, consider the actual impact of RMT versus the supposed and theoretical. Then find some people who don't live these games day and night, but who play them occasionally, and ask them what they think (and not in a "do you like to achieve how the game was intended or do you support the rampant cheating of exploiters and bots?" sorta way :wink:). You might be surprised what the "Average person" thinks. Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 23, 2007, 05:46:41 PM Rather, I consider them more like Off Track Betting places, casinos, or even bowling alleys. It's more like boardwalk skiball. You go, maybe with some friends, put in a few quarters to play skeeball, get some tickets, get more tickets if you don't suck, and use those tickets to buy junk. But if you really really want that junk, and you suck at skeeball, you could just pay Sally Skeeballqueen 5 bucks for her 500 tickets, and then you can trade those tickets for a sweet laval lamp. So Sally gets her $5, you get your lava lamp, and the arcade gets its quarters, everyones happy! But then Freddy Frumpyjeans comes along! Freddy is angry because he wants to play skeeball, but Sally Skeeballqueen's lucrative business has grown, and she now operates 6 skeeball lanes, leaving only 2 open, and Ronald Rollballs and Teddy Tosser are already on those lanes. But Sally Skeeballqueen is making her money running lanes, Ronald and Teddy are having fun, you've got your lava lamp, and the arcade jockey is making money off of all 8 skeeball lanes. So no one cares about Freddy Frumpypants. The End. Title: Re: Tell me why RMT is any different from... Post by: geldonyetich2 on December 23, 2007, 05:55:07 PM :ye_gods: "I remember when it used to be about playing skiball."
Title: Re: Tell me why RMT is any different from... Post by: Merusk on December 23, 2007, 07:01:09 PM And for the emotionally-charged out there, consider the actual impact of RMT versus the supposed and theoretical. Then find some people who don't live these games day and night, but who play them occasionally, and ask them what they think (and not in a "do you like to achieve how the game was intended or do you support the rampant cheating of exploiters and bots?" sorta way :wink:). You might be surprised what the "Average person" thinks. They think you're fucking nuts for wanting to spend cash on fake items, in my experience. The hardcore are the ones pissing and moaning about it, yet buying shit up right and left behind the scenes. In the end, it'll come down to more folks doing the Station Exchange thing. At that point, I'll be done with the genre. The fact that you fail to see the difference between botting and twinking and the difference from there to RMT speaks volumes about your own preference, Dar. It always has. Title: Re: Tell me why RMT is any different from... Post by: Raph on December 23, 2007, 07:04:34 PM But I think most people still treat WOW and other games as basically the bar they go to hang out at. But then the ability to echange gear/money with other player or lack thereof doesn't actually affect such casual bar-like interaction. For that matter you probably don't need large parts of what's typically put in MMO to get the 'virtual bar to hang out at', and the desired functionality can be pretty much duplicated by any single player or small multi-player game paired with chat server. Or in some cases by chat server alone. So dramatic hyperboles how removal of option to trade goods might as well mean the game should be devoid of any ability to interact whatsoever... it sort of falls flat and short of making the point.Keep in mind that for my personal tastes as a player, WoW is ALREADY devoid of social interaction. :awesome_for_real: The stuff in the threads on the blog was actually about removing currency, and all "uneven" trades. And my point was "that wouldn't do the trick" and that "doing the trick would be bad in lots of other ways." I don't know what sorts of bars you go to, but not being able to buy a round for someone in the ones I go to would in fact make it a lot less social. It is definitely true that you do not need most of the stuff put into an MMO to get that vibe. Hence the large numbers of people who don't bother with MMOs. :) Title: Re: Tell me why RMT is any different from... Post by: IainC on December 23, 2007, 08:05:42 PM Raph, do you think there is a correlation between the rise of RMT and the general trend towards making games solo frendly?
Back in the day many MMOs forced you to be social and achieving stuff without grouping or forging ingame relationships was often pretty painful. As a group though, stuff happened at a passable rate which made the temptation to resort to RMT for a hand up less of a factor. Nowadays games are designed to be viable as a solo experience and making those same social connections that we depended on to level up in early DAoC or EQ or whatever isn't so vital. Many players prefer to be left to do their own thing, sat by themselves killing their mobs alone with some banter over the guild channel to prevent them from going insane. Relying on other players can be painful, working a social network can be hard work. Solo grinding may not be fun but it is reliable and easier than investing time and effort into alternatives that might or might not be more rewarding. As a result RMT seems like a much more attractive prospect if it allows you to skip the next few evenings of murdering XP_Mob_01 and instead progress straight to the systematic genocide of Dire_XP_Mob_01. Obviously the maturity of the genre is certainly a factor but I can't help wondering if de-emphasising social playmodes is also a contributor. Title: Re: Tell me why RMT is any different from... Post by: Raph on December 23, 2007, 09:53:29 PM So, I don't know. But I would conjecture that you may be right that there's some effect.
The social pressure from having a group of friends that you level with would be very different if you don't have those friends. People use RMT to catch up, but the flip side is also true -- you wouldn't use it if it meant levelling past your friends -- and if they are not RMTers, they will look down on you for doing it anyway. If you are just soloing, then you don't care who you outlevel. I'd guess you are a bit more likely to do it. Title: Re: Tell me why RMT is any different from... Post by: Lum on December 23, 2007, 10:51:39 PM I can only assume that these jackanapes spend thousands and thousands of dollars a day on WoW accounts for spam purposes. Nope. They use free trial accounts. Which means that more and more abilities are taken away from free trials as spambots abuse them. The latest to go was spamming group invites; now spambots are limited to standing in the middle of Orgimmar spamming ads all day (or until someone reports them for spamming). This also means that legitimate free trial users can no longer make their own groups. To Blizzard's credit, they have done more than most in addressing the symptoms of RMT spam; it's far less spam-infested than, say, 3 months ago. Title: Re: Tell me why RMT is any different from... Post by: Tale on December 24, 2007, 12:46:22 AM Tell me why RMT is any different from...
Darniaq, if it's against the game rules, it's bad for the game. If you gain by breaking them, you are cheating on those who are keeping to the rules. If I'm trying to be recognised on merit, and you get recognised on merit before me because you greased the wheels illegally, you are a piece of shit who deserves to lose all recognition. Quote
Quote
Quote Or is there some fundamental measurable objective impact it has on the game world? Yes. These are faucet-drain economies. Faucet because money enters the economy spontaneously via player activity, not by a bank controlling how much is printed. Money leaves the economy through in-game expenses acting as permanent drains - it does not circulate forever.RMT turns the faucet up to 11, due to real life profit motive and sweatshops. Cash floods the economy far faster than intended, creating inflation. Bigger drains must be implemented by the developers, to create higher spending. For most honest players, this means the bar is raised to a ridiculous extent. They have to play longer and harder to afford what RMT-funded players can buy. In the trader economy, markets become skewed by what RMT traders want to buy/sell, changing the gameplay of honest traders. Some strike it artificially rich because they have RMT-funded customers and a product that is in demand. This changes the social structure of the server - those honest players might not be the rich ones if RMT wasn't twisting the results. Other traders have comparatively low income because what they're selling is only useful to honest players, most of whom can't afford much. The way you are questioning the wrongness of RMT reminds me of the way I've seen people question the wrongness of paedophilia and organised crime. Not because IGE was founded in Triad territory by a paedophile network, but because you seem that blind to rights and wrongs. In essence, you've said cheating and its impacts should be tolerated. Title: Re: Tell me why RMT is any different from... Post by: lamaros on December 24, 2007, 01:12:19 AM I couldn't care less about RMT. Go for broke, I say.
If it seems to be harming the game, then fix the root causes. The RMT is just highlighting issues if it becomes an issue, it's not an issue of itself. Issue! Title: Re: Tell me why RMT is any different from... Post by: Ratman_tf on December 24, 2007, 01:29:36 AM Nope. They use free trial accounts. Which means that more and more abilities are taken away from free trials as spambots abuse them. The latest to go was spamming group invites; now spambots are limited to standing in the middle of Orgimmar spamming ads all day (or until someone reports them for spamming). This also means that legitimate free trial users can no longer make their own groups. To Blizzard's credit, they have done more than most in addressing the symptoms of RMT spam; it's far less spam-infested than, say, 3 months ago. Hrm. I seem to remember gettings spam invites after the Blizz crackdown on trial accounts. Then again, it wouldn't be the first time I've had "creative memory". :uhrr: Title: Re: Tell me why RMT is any different from... Post by: Ironwood on December 24, 2007, 01:30:43 AM Why are we
Two Sides : Those who use it and those who don't. You're not going to get those sides to agree ever. Why fucking bother ? Here, I have an idea : You Devs get the fuck out of here and go make a decent game for once. Stop fucking navel gazing like it means shit. I eagerly await the day I can plonk down my Massive Platinum Amex to purchase another Knight and Rook to own the fucking noob across the board who just caught me on a bad day and is a lucky wee fuck and I wasn't even concentrating there and anyway I'm ill and my wife and I had an argument and I didn't mean to lose my Queen, you fucking PK Newb. Title: Re: Tell me why RMT is any different from... Post by: Arrrgh on December 24, 2007, 03:42:23 AM Great thoughts all! Quote from: Arrrgh It causes inflation. Prices on newbie/mid level items go up faster than a real newbie/mid leveler can afford if they don't buy gold. Quote from: Geldon RMT does create bad behavior. Farmers... Farming causes inflation. Farming is the "bad" behavior. RMTing is just one transaction to help move the gold around. Remove the need to farm, or place the major rewards behind other gates. If you dump a bunch of cash into an economy, and nothing else changes, you get inflation. It doesn't matter where the cash comes from. http://www.inflationdata.com/inflation/Inflation_Articles/Definitions.asp Title: Re: Tell me why RMT is any different from... Post by: lamaros on December 24, 2007, 03:56:56 AM Why are we Two Sides : Those who use it and those who don't. So as someone who doesn't use it but doesn't care about it anways, I fit in what side? Title: Re: Tell me why RMT is any different from... Post by: Simond on December 24, 2007, 04:35:52 AM Hrm. I seem to remember gettings spam invites after the Blizz crackdown on trial accounts. Then again, it wouldn't be the first time I've had "creative memory". :uhrr: It's a very recent change - in the last couple of weeks, iirc.The Simond method of fixing RMT: Ban the buyers, not the sellers. The goldsellers seem to be perfectly willing to keep...acquiring accounts - I suspect that the people forking over RL cash for e-gold won't be quite so willing. At least, after the first couple of accounts. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 24, 2007, 05:53:59 AM The Simond method of fixing RMT: Ban the buyers, not the sellers. The goldsellers seem to be perfectly willing to keep...acquiring accounts - I suspect that the people forking over RL cash for e-gold won't be quite so willing. It's trivially easy, given comprehensive server logs and an effective parsing tool, to spot RMT purchases. What we would do is trace it back to the mule characters, ban all the accounts associated with the trading network and then delete the gold from the customers. Making the end users of RMT operations afraid to purchase does more harm to these companies than simply removing their assets.At least, after the first couple of accounts. Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 24, 2007, 06:39:31 AM I couldn't care less about RMT. Go for broke, I say. If it seems to be harming the game, then fix the root causes. The RMT is just highlighting issues if it becomes an issue, it's not an issue of itself. Issue! But the root cause is that games require achievement/work/time...and that will never be "fixed." As long as it takes effort to go from level 1 to level 90 someone will want to shortcut that process. Oftentimes in discussions like these, people say "if you just made levelling more fun or made more really good content instead of grind, people wouldnt want to do this," but thats poppycock. People will always want to get a powerful character faster than someone else. IainC proposes something interesting, but of course it would take dollars and manpower. If you had a parsed log of all trades, then could sort by biggest trade of gold or most number of trades over a certain amt...you might be on to something there. Title: Re: Tell me why RMT is any different from... Post by: Sky on December 24, 2007, 06:59:23 AM
I also had to deal with a tripple boxer in EQ2 yesterday, I was trying to finish a quest and his little 'team' was steamrolling everything in the area, making me sit and ninja the spawn. I hung out with the person that was there when I got there, and helped out. They left, and before the next spawn, the 'team' showed up. No chat, no reply to my offer of sharing the area. Every intention of rolling over the spawn I was hanging out waiting for. Quote So, am I wrong? Is RMTing just another method of gaming the game like the others listed, all to get around problems and keep up with friends or get ahead at all? Or is there some fundamental measurable objective impact it has on the game world? Ok. Let's go back to the Innoruuk server of EQ1, back in 1999. If you wanted a fishbone earring? You bought it from me. You didn't get it in-game, because you couldn't. I had a timer, Hadden popped and died within seconds. I may have missed one or two at server ups, but I was underemployed and johnny on the spot.Without the profit motive, I'd have nabbed a few for some friends and called it a day. In a game with limited and contested resources, adding a profit motive to denying others makes for a shitty game experience for the others. I can't talk much about the direct impact in games these days because I stay the fuck out of the endgame areas. I do know I've heard about farmers in the last few games I've played, dominating high-end zones farming gold (Loping Plains or whatever), but I hesitate to bring it up because of my lack of first-hand knowledge. The social pressure from having a group of friends that you level with would be very different if you don't have those friends. People use RMT to catch up, but the flip side is also true -- you wouldn't use it if it meant levelling past your friends -- and if they are not RMTers, they will look down on you for doing it anyway. Do you see the inherent flaws in a gaming system where this makes any kind of sense? :ye_gods:If you are just soloing, then you don't care who you outlevel. I'd guess you are a bit more likely to do it. Title: Re: Tell me why RMT is any different from... Post by: Koyasha on December 24, 2007, 07:04:26 AM Banning buyers is the only way to remove demand, and removing demand is the only way to get rid of a market entirely, regardless of how many regulations one places in the way of it. See: Prohibition, War on Drugs, black market gun, drug (prescription kind), organ, slave, and anything else you can think of trade. Markets can be driven underground but never slain so long as someone is willing to pay enough to make a profit for the people doing the selling.
As for why it's bad, as noted before...the faucet-drain economy. Yes, regular players farm too, but regular players stop farming. See, while a regular player in, let's say WoW, will farm up enough money to buy some crafted epics on the auction house, their swift flying mount, and then keep a running total of maybe one to two thousand gold normally, they don't continue farming as efficiently as possible after that, because they have no reason to. Meanwhile, the farmers that are selling money for real-world cash have plenty of reason to continue farming at whatever rate is most efficient. Forever, without ever stopping. That increases income far more than the game intended, so the developers have two choices, neither of which is good for the person who doesn't buy money. Ignore the problem, allowing rampant inflation (see FFXI or Lineage II for an example, although I understand there's finally been deflation there after a long time due to measures taken to prevent excessive farming) or increase moneysinks to the point where the average player has a hard time affording them at all (FFXI had some of this, I remember when it was unreasonable to even rent a chocobo at certain times of day because the prices were so high). If the faucet pours more, as it does when real life gains are involved, the sink will either fill up or the drain needs to be made bigger. Only a fixed economy with a limited amount of total money existing in the world would stop this from a gameplay perspective, and a fixed economy is infeasible as long as players can hoard massive amounts of money and simply log off and quit playing with siginficant amounts of money in their bank. Plus most of these games get to the point where players no longer need to spend much, at which point money flows into their hands but not out of it at the same rate. Only a full pvp game in which you could lose your money could possibly work with a fixed economy, and maybe even not then. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 24, 2007, 07:42:46 AM IainC proposes something interesting, but of course it would take dollars and manpower. If you had a parsed log of all trades, then could sort by biggest trade of gold or most number of trades over a certain amt...you might be on to something there. This is something that we actively did on slow days when the rest of the CS work was done. It isn't something that will happen by itself or that can be scripted easily. You'll always need a person to interpret the data and make distinctions between philanthropy and RMT. It is easy to spot once you know what to look for but not something I'd trust to an automated system.Quote from: Koyasha Banning buyers is the only way to remove demand, and removing demand is the only way to get rid of a market entirely, regardless of how many regulations one places in the way of it. See: Prohibition, War on Drugs, black market gun, drug (prescription kind), organ, slave, and anything else you can think of trade. Markets can be driven underground but never slain so long as someone is willing to pay enough to make a profit for the people doing the selling. Banning customers of RMT is normally over harsh. In general the fact that you've deleted something they've paid real money for is enough punishment. Backed up with the slap on the wrist when you send them the CS email, this generally ensures that they understand they did something wrong and that they have suffered the consequences for that. Like the vast majority of people who get caught cheating, once they understand that they will get caught and they will be punished, they generally stop doing it. Plus they tell their friends (http://forums.freddyshouse.com/general-discussion18/67532-goa-rampage.html) that they got caught and this further impacts on the RMT businesses. In general the only people you should be banning in relation to RMT are the operators. It might be within the remit of the ToS to ban users but it's rarely warranted.Title: Re: Tell me why RMT is any different from... Post by: Typhon on December 24, 2007, 07:43:33 AM Institute "luck" and some game mechanics that are directly related to the social network you character maintains.
"Luck" - if you character plays the game without giving or accepting "gift" in-game, his luck builds, resulting in payoffs overtime (In my head a payoff pops an additional window up with some loot that represents the payoff, if the player likes it/wants it, they hit accept, if it's not what they want, they hit cancel and their luck continues to build). Social network - if you character has friends that are higher-level, and has had those friends for a considerable amount of time, they begin to xp bonuses to accelerate their leveling rate (if the character chooses a switch that indicates they'd like to catchup/stay with their friends. There's all sorts of carrots that could be program into a game to make it more attractive to not use RMT (in addition to making the core game more entertaining). You don't have to go on these banning crusades for people that use RMT. I don't use it myself, I dislike what I think it does to game-immersion and game communities, but I think there are better ways to address it then simply banning everyone. Also yes, I realize that my two "fixes" also can be gamed, I was just using them as quick examples of how the game could be developed with a bit more awareness of the player and game societies that evolve with a server. Title: Re: Tell me why RMT is any different from... Post by: Ironwood on December 24, 2007, 08:01:23 AM Why are we Two Sides : Those who use it and those who don't. So as someone who doesn't use it but doesn't care about it anways, I fit in what side? Retarded or can't you read ? Title: Re: Tell me why RMT is any different from... Post by: CmdrSlack on December 24, 2007, 08:25:17 AM I don't care about people advertising to sell in-game stuff for in-game stuff. I care about people advertising about out-of-game stuff. It's an immersion breaker, but not only that, it's also annoying because I prefer people progress by playing the game instead of paying real money to the people that rape it. Wow, you're still on the same jag about RMT, eh? Way to develop over time. People would farm regardless of the existence of RMT, especially if farming is the easiest and safest way to get gold required for whatever nifty shiny thing they want. Every MMO I have played has people farming. Some, like CoH can make it a bit less obvious with instancing, but people are still farming for inf and recipes and whatnot. Having any kind of reasonable discussion with you about RMT is like having a reasonable discussion with the most pious of Catholics about abortion. Your own choice of words exposes that you're utterly incapable of seeing the other side of the issue. "Rape?" Really? Not only does your flippant use of the term marginalize the experiences of people who have been literally raped, but it reveals that you're still knee-jerking over the issue. What DQ is saying is that the bad behavior would exist regardless of RMT. Any spam is really immersion breaking since, you know, global and regional chat is non-immersive in the first place. Farming will exist regardless of RMT if the game system supports the behavior. There will always be people cockblocking you out of content if it is possible to do so. People suck. To make this easier for everyone out there, maybe you should just do a big post where you engage in all of your other stereotypical Geldon activities. You could make a reference to a class in which you got a C, then misuse the information you "learned" to make a shaky analogy to the subject at hand. THEN you could post to your blog about how nobody understands you because of their inability to read the phrasing of your ever-so-erudite posts. (Hey, Erudites...they ruled.) Then you could come back and post a second post about how you wouldn't have to double post if you could edit posts. In that post you could make yet another analogy to something about which you have a rudimentary level of knowledge. It would fail again. Finally, you could say that you're tired of being marginalized on this board and do another self-ban. About six months later, you'd come back as Geldon3.0 and refer to yourself in the third person while you try to establish how you've changed and grown. Then another RMT thread would start and you'd be back to square one. It's the circle of internet life. Or you could engage the issue and look at it from a perspective that doesn't involve, "Show me on the doll where RMT touched you." You know, that objective thinking thing that people who aren't utter moonbats do when they're analyzing an issue. Title: Re: Tell me why RMT is any different from... Post by: CharlieMopps on December 24, 2007, 08:31:37 AM I still think this problem all stems from the Producing companies refusal to police it. It would be so easy to catch these people. If you are doing dozens of lopsided trades with people all day it should be pretty obvious whats up. If you give 500G to 100 different people every day never gaining anything in return... that should flag you.
Title: Re: Tell me why RMT is any different from... Post by: MaceVanHoffen on December 24, 2007, 09:11:01 AM The main problem I have with RMT is it takes what was designed to be an in-game reward and makes it available to anyone with out-of-game means to acquire it. Games that use some sort of micropayment system for in-game assets are designed completely differently from the get-go. The whole point of that +200 Sword of Phallic Wonder was that it was earned with in-game effort. If you want to whine and bitch about the grind or bad game design, fine. Don't get the sword. Or just quit the game if you think it's that badly designed. I frequently do one or both of those. I'll never understand why in the world people want to plunk down hard-earned cash for achievements in games they gripe about on internet message boards. I really don't have a problem with RMT farming breaking immersion, mainly because I don't let it. A nihaoyoubuynowbestprice! farmer isn't rendered any differently from any other character gathering resources. And /ignore is wonderful. Spamming for RMT is another matter, of course. But I'm not sure what game developers can really do about that. Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 24, 2007, 09:52:49 AM * better left for after the holidays *
Merry Christmas for those celebrating and Happy Belated Hanukkah to others :-) Title: Re: Tell me why RMT is any different from... Post by: eldaec on December 24, 2007, 10:04:32 AM
That said, I never really felt the need to get my panties knotted over RMT. There will always be people more powerful than me in a diku. There will always be people less powerful than me in a diku. The game needs to be designed to be fun taking into account these inevitable circumstances. If it does so, it will be good regardless of RMT. If it does not, it will fail with or without RMT. Title: Re: Tell me why RMT is any different from... Post by: ajax34i on December 24, 2007, 10:21:58 AM
My opinions: RMT is like Powerlevelling and Bots of Any Type in that it makes the developers "balance" their game based on maximum rates rather than averages; instead of looking at how much the average player makes and how fast the average player levels up, they look at the "in 11 days" news items, because with a bot or with RMT, that 11 days is attainable by everyone, theoretically. So the average player gets hit with more grind and more restrictions, simply because RMT, Bots, and Powerlevelling exist. Dual-Boxing, Logging in at server startup, or getting into the game earlier than others, are ok in my book because they require extra money (for another account) and/or extra effort, for the gain, and are also too time-limited to matter much. Quote
RMT does create bad behavior. Making RL cash is a very strong incentive, and so a lot more people grief/cheat/scam because of it. Finding "new ways to cheat" is just an intellectual exercise; bad behavior is when the players actually apply or use existing cheats/bugs/griefing, and RMT causes a lot of people to do this. RMT does cause advertising. Again, the incentive is strong, so there will be advertising. The fact that the commerce centers are already spammy doesn't make RMT advertising 'ok', and typically RMT spam will be a lot stronger than any other spam because the incentive (RL cash) is so strong. Title: Re: Tell me why RMT is any different from... Post by: ajax34i on December 24, 2007, 10:26:39 AM
He's talking about games where the market or NPC resources are "seeded" whenever the server starts up, so basically if you log in right then, you have a chance to buy stuff from the market before anyone else (EVE-Online for example used to be like this) or kill world-bosses and dragons because they're up (EQ used to be like this). For "before launch", he's talking about games where you're allowed to keep your beta characters or some part of them, thereby getting an advantage over the "average user." Title: Re: Tell me why RMT is any different from... Post by: Sky on December 24, 2007, 05:19:00 PM * better left for after the holidays * Har!Have a good one, buddy. Hope everything goes great for you and yours. Title: Re: Tell me why RMT is any different from... Post by: Hellinar on December 24, 2007, 09:48:04 PM What’s driving RMT is comparative advantage. Some people have a lot of real world money, and very little time to acquire stuff in the game. Others have little real world money, and lots of time. So they trade, my time for your money. Break that imbalance, and you break the spring that drives RMT.
I can think of a least a couple of ways to do that. Both require that you explicitly aim your game at casual players. One is to limit the time your character can usefully gain stuff. After that, they become “tired” or “unlucky”. The other is to allow all characters to play 24/7, though the player may not be online most of that time. Like EVE’s skill gain, but amped up. I really want to someone to produce a game in which I log and do the exciting stuff with my character, then leave him to do the boring chores when I log off. To put it another way, RMT comes from putting two different playstyles, hardcore and casual on the same playing field. Build a casual only game, and you will have much less RMT. Title: Re: Tell me why RMT is any different from... Post by: lamaros on December 24, 2007, 11:58:55 PM Why are we Two Sides : Those who use it and those who don't. So as someone who doesn't use it but doesn't care about it anways, I fit in what side? Retarded or can't you read ? Retarded, obviously. Better that than including me with dont use it but cry their hearts out about it. Title: Re: Tell me why RMT is any different from... Post by: geldonyetich2 on December 25, 2007, 07:19:29 PM It's always easier to boil shit down into binary thinking, but those who insist on such absolutes are such deluded motherfuckers that stress even my bottomless quantity of self-pity just considering the burden of bearing their crosses. No, it's not two camps, people like me who care enough about games to consider RMT a holy affront to everything holy about gaming are likely outnumbered severalfold by people who simply are tired of RMT spam.
Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 26, 2007, 09:17:43 AM What’s driving RMT is comparative advantage. Some people have a lot of real world money, and very little time to acquire stuff in the game. Others have little real world money, and lots of time. So they trade, my time for your money. Break that imbalance, and you break the spring that drives RMT. That is all it is. Changing game mechanics won't affect that reality. Some people will pay a plumber $175 to replace the flapper in their toilet when a flapper costs $5 at the local hardware store and takes about as much thought as "round peg in round hole" to replace. My last two RMT transactions were so I could get a fast mount and a basic house without having to farm the two nights a week I get to play. Being able to acquire both kept me subscribing longer than I would have so the game company actually benefitted. I returned to UO for about 9 months in late 2000 because I could buy an account with a house and some gold and not have to start from scratch. To me, nothing is worse than coming back to a game in which you were fighting dragons when you quit but now you have to fight rats again. The MMO companies understand this and that is why they almost never delete inactive accounts. Title: Re: Tell me why RMT is any different from... Post by: Hoax on December 26, 2007, 11:21:30 AM Yalls some bitches. Waahh wah!! I want my achiever acomplishments to mean something or I'm taking my ball and going home. Paint whatever bullshit story of how the very fabric of The Game Itself is damaged or whateverthefuck justifications we've got going this time around but it always comes down to OMG people are having it easier then I did!?
Witnesseth the EVE vets crying when the new subraces came out with better optimized starting attributes, witnesseth the gnashing of teeth on the rare occasion that something is made easier in a later patch (raid bosses, drop rates, spawn times, etc) on official forums. Fucking put down the hatorade. Ditto to whoever pointed out that the biggest achiever dickwads are the one who make most of the bigtime RMT purchases because they super fucking care about being first. Double ditto to whomever has pointed out so far in this particular thread on the subject that if games would suck less there would be less RMT. Triple ditto if anyone pointed out the hordes to cashshop games that work fine despite mechanics that often nudge players towards using RMT. Quadruple ditto to whomever has pointed out that if you bitches would stop playing games where you can't kill other people this wouldn't even be a damn issue. Bitches. :drill: Title: Re: Tell me why RMT is any different from... Post by: Mrbloodworth on December 26, 2007, 11:44:50 AM Here is my take on it.
Do you have PvP? Yes? Then its cheating. No? Then who cares, you don't impact my game play. Title: Re: Tell me why RMT is any different from... Post by: Trippy on December 26, 2007, 12:10:14 PM It does if you are competing with farmers to acquire limited resources.
Title: Re: Tell me why RMT is any different from... Post by: Mrbloodworth on December 26, 2007, 12:19:56 PM It does if you are competing with farmers to acquire limited resources. Just like every other player? Players "Farm" as well. The only thing i can think of that "farmers" have that i don't, is time...so i most likely didn't care that much anyway ;) Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 26, 2007, 01:40:52 PM The "farming" argument is bullshit. Players or bots farm the most efficient X/hour no matter what X is. If a bot isn't doing it, a real person is. What's the difference to me? Nothing.
Title: Re: Tell me why RMT is any different from... Post by: Righ on December 26, 2007, 02:11:54 PM Suppose that I can get real dollars for the X that I am farming using a bot, and that it significantly exceeds the cost of operating the bot. Would you as a player be happy if I ran so many bots that the only place you could get your X was by buying it from me? There may only be one of me, but there is no limit to the number of bots that I can run on the server farm that I'm buying with the dollars you are sending me to get what you could have acquired much more easily had I not been there. You may want to try playing Lineage (or to a lesser degree Lineage II) to see how much RMT botting can change the game.
Title: Re: Tell me why RMT is any different from... Post by: IainC on December 26, 2007, 02:57:54 PM The "farming" argument is bullshit. Players or bots farm the most efficient X/hour no matter what X is. If a bot isn't doing it, a real person is. What's the difference to me? Nothing. Imagine that there is a popular item in your game which only drops from one particular encounter. This encounter can be done with a smallish group. Smart farmers don't just sit on the best cahs/hr mobs they also farm valuable drops over and over again.Now say that the encounter which drops this popular item is permacamped and farmed by RMT operators. THey control the supply of that item so they can charge what they like for it. It's going to go into the marketplace at a price that you can only afford if you buy gold or engage in some hardcore grinding of your own. Now they get you both ways, you're giving them ingame currency at a huge rate (which they can sell back) and giving them RL cash for that gold in the first place. This scenario happens in many Korean MMOs and to a certain extent in some Western ones too. Giving RMT operators control of the ingame economy doesn't affect you as a 'regular player'? Really? Title: Re: Tell me why RMT is any different from... Post by: lamaros on December 26, 2007, 03:55:58 PM Suppose that I can get real dollars for the X that I am farming using a bot, and that it significantly exceeds the cost of operating the bot. Would you as a player be happy if I ran so many bots that the only place you could get your X was by buying it from me? Suppose I can get real dollars for the X that I am farming playing the game, and I make enough to consider it worthwhile. Would you as a player be happy if I (and a couple of others, perhaps) played nonstop and cornered as much of this market that you only option of buying this item was from me? Me, I wouldn't. And If I did I would suggest that the problem is with the game, I don't think there's anything wrong with people playing the game the way they want to play it. The first case, for me, is not a problem because of farming or RMT but botting. Good on companies for stopping botting and changing mechanics to make their game play the way they want it to play, but I don't think there's anything inherently wrong with RMT. Title: Re: Tell me why RMT is any different from... Post by: Righ on December 26, 2007, 06:44:45 PM Quote The first case, for me, is not a problem because of farming or RMT but botting. Yeah, I was replying to some post saying that there was no difference between botted and player actions. There is, but that's also he fundamental problem with RMT - it is associated with behaviour that intrudes on other peoples' play. While its reasonable to say that the games and the actions of the companies that run the games are largely at fault for letting abusive behaviour go unchecked, to most people its the RMT. Title: Re: Tell me why RMT is any different from... Post by: Merusk on December 26, 2007, 07:11:40 PM Quadruple ditto to whomever has pointed out that if you bitches would stop playing games where you can't kill other people this wouldn't even be a damn issue. The commander rune called. It wanted you to know that you're all kinds of wrong here. Title: Re: Tell me why RMT is any different from... Post by: rk47 on December 26, 2007, 08:50:25 PM as long the game is not too competitive in nature, i can tolerate RMT to a certain extent, but if it devolves into pvp that involve fighting people in 'super $$$ armour' that you can't beat unless you rot your ass 24/7....i rather not partake in it.
Title: Re: Tell me why RMT is any different from... Post by: KallDrexx on December 26, 2007, 09:26:15 PM Out of curiosity, because I havne't played it long enough to know, but how rampant is RMT in Eve?
Title: Re: Tell me why RMT is any different from... Post by: Simond on December 27, 2007, 01:28:17 AM Swarms of macrominers toiling away all over space 23/7. It wouldn't be an exaggeration to say that the EVE economy would collapse if they were disappeared. However, EVE has its own, official version of sort-of-RMT anyway so the situation isn't as straightforward as it would be in generic_diku_derivative #356.
Banning customers of RMT is normally over harsh. In general the fact that you've deleted something they've paid real money for is enough punishment. Backed up with the slap on the wrist when you send them the CS email, this generally ensures that they understand they did something wrong and that they have suffered the consequences for that. Like the vast majority of people who get caught cheating, once they understand that they will get caught and they will be punished, they generally stop doing it. Plus they tell their friends (http://forums.freddyshouse.com/general-discussion18/67532-goa-rampage.html) that they got caught and this further impacts on the RMT businesses. In general the only people you should be banning in relation to RMT are the operators. It might be within the remit of the ToS to ban users but it's rarely warranted. Sod them. Ban them, then issue statements along the lines of "X accounts banned for buying gold. We will continue to do this" and let the banned complain on their guild forums. Scorched earth, then salt the ashes afterwards. Word will still get out, and a few bloodlettings like that will have ten times the effect of monthly "We've banned Y goldfarmers".As for the "Wah, levelling is hard" crowd...we've been through this already: In WoW, I just levelled an untwinked rogue on a server with a crappy economy from 20 - 60 in the month (and a bit) since the levelling changes went live. I expect to make 70 in another month or two. The daily quests in WoW also basically give you free money at L70 with anything from 11 to 110 gold per day (and soon changing to up to 275 gold/day) plus whatever drops when running them. And that's not catassing it. Short of starting everyone at L70 with 10,000 gold*, there's not much else Blizzard could do to make things easier...and yet RMT is still rampant in WoW. Now, RMT in the MUSH-derivatives? Go nuts. Who cares if your web-based glorified chatroom allows people to buy new curly wotsits for e-dollarpounds and there's a bunch of macroers doing whatever needs to be done to acquire said e-$£s...all it'll do is annoy the RPers who refuse to pay real money for a single e-pennycent. It won't have any actual impact on the (lack of) gameplay. *which would drive off the acheivers, which are the majority of WoW's (and most other dikus) playberbase. Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 27, 2007, 07:05:59 AM Quote The first case, for me, is not a problem because of farming or RMT but botting. Yeah, I was replying to some post saying that there was no difference between botted and player actions. That was me and, yes, you called me on this correctly. Bots suck and should be actively policed. I was responding to someone complaining about farming. Farming is fine if someone wants to do that and there is always someone who wants to farm. Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 27, 2007, 07:46:40 AM I actually had RMTing bite me in the ass. I returned to Eve, bought some iskies for cheap to get me back on my feet (like 25 bucks for 500mil).
After about I month I log in to find -440,000,000 ... With a negative account balance you cannot contract any items, sell anything (due to the broker fees) ... There are only a couple ways to make money. Killing NPCs, selling one of their time cards, or receiving isk. Luckily my corp is the shit and they threw in to give me 500 mil to help out. Fact is, I wont buy anymore isk in the game (luckily my initial purchase got me battleships and I recently hit the jackpot on a rare officer spawn). The risk of having my account banned for the next offense outweighs the good of having a little more cash. For everyone that hates the idea of RMTing I'll save you the text, I got what I 'deserved'! Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 27, 2007, 08:04:33 AM Quadruple ditto to whomever has pointed out that if you bitches would stop playing games where you can't kill other people this wouldn't even be a damn issue. The commander rune called. It wanted you to know that you're all kinds of wrong here. Thieving is the only reason he would be at all wrong here. If you wanted a Commander spawn, bring some friends. It is an MMO after all. My fav Shadowbane story was from me pummeling a guy at the Commander spawn. Title: Re: Tell me why RMT is any different from... Post by: El Gallo on December 27, 2007, 08:43:58 AM The "farming" argument is bullshit. Players or bots farm the most efficient X/hour no matter what X is. If a bot isn't doing it, a real person is. What's the difference to me? Nothing. People farm without RMT. However, it's pretty obvious that RMT jacks up the intensity of farming about 1,000%. If I am camping the Frenzied Ghoul for a FBSS in 2001 Guk, I'm camping because I want the item for my little virtual dude or I want some plat to buy something else for my little virtual dude. If I don't get it, I'll be bummed, but it won't really be that big a deal. I also don't want to destroy my reputation, because I need my reputation to get groups, and I need groups to get other things for my little virtual dude. If, on the other hand, I am camping Guk for money I need to eat and pay my rent so I don't get thrown out on the fucking street I'm going to farm much, much, much more aggressively and I am going to care a whole lot less about other people. And I'll be there all day every day. And I'll hire other people to do it too. Sometimes differences in degree matter. Sure, some people care too much about shit in these games. But a lot more people get a lot more crazy over actual cash. Title: Re: Tell me why RMT is any different from... Post by: Hoax on December 27, 2007, 11:04:29 AM Quadruple ditto to whomever has pointed out that if you bitches would stop playing games where you can't kill other people this wouldn't even be a damn issue. The commander rune called. It wanted you to know that you're all kinds of wrong here. Umm no I'm not? Not once in the 5 months of nonstop SB I played from launch on did I hear fucking dick about RMT. Too busy killing people. I'll believe you if you said it existed but it had zero impact on my game experience. If I wanted a rune I got a posse together and killed anybody else who was trying to get it. Also I knew at least one solo thief who got several of the high priced runes including commander regularly to give to the nation or sell. Title: Re: Tell me why RMT is any different from... Post by: Merusk on December 27, 2007, 12:19:55 PM Quadruple ditto to whomever has pointed out that if you bitches would stop playing games where you can't kill other people this wouldn't even be a damn issue. The commander rune called. It wanted you to know that you're all kinds of wrong here. Umm no I'm not? Not once in the 5 months of nonstop SB I played from launch on did I hear fucking dick about RMT. Too busy killing people. I'll believe you if you said it existed but it had zero impact on my game experience. If I wanted a rune I got a posse together and killed anybody else who was trying to get it. Also I knew at least one solo thief who got several of the high priced runes including commander regularly to give to the nation or sell. Different servers, different happenings. The commander rune was locked-down by House Daenyr (before it all collapsed) because we set-up our tree right near the guy. That meant that you had to bring a full nation force to try and get it, or send in a solo thief to try.. and pray Cevik wasn't around on his damned scout. Either way I recall it going for $500 or better on e-bay very infrequently, and that was about the only way to get it for a good while on our server. Required items in a PVP+ game are asinine, and only lead to RMT bullshit, anyway. Then you get into the duping of cash. Something that a 'hardcore' pvp game will drive even more than a hardcore pve game, because those hardcore hate losing more than any other group I've met. Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 27, 2007, 05:49:53 PM Interesting. Guess that shows how different servers play totally differently. Dread was never like that at all. I'd just hover my bird thief stealthed until someone else killed for the commander room the run like the ...uhm fly like the wind ;)
Title: Re: Tell me why RMT is any different from... Post by: Rendakor on December 27, 2007, 06:19:01 PM A reason why I (and maybe others?) dislike RMT is that its cheating; its against the rules and thus it's immoral. Quantifying negative effects doesn't change the fact that you're not SUPPOSED to do it.
This is all assuming RMT isn't part of the game. I don't mind it at all on SOEbay servers, KMMOs with cashshops, etc. Title: Re: Tell me why RMT is any different from... Post by: stray on December 27, 2007, 07:04:24 PM lol, immorality
I'd say that these games are pretty immoral actually. Cheating could be illegal though, I'll give you that. Title: Re: Tell me why RMT is any different from... Post by: Nija on December 27, 2007, 10:01:59 PM I am kind of in between. I have a couple RMT related stories.
One of my friends started WOW later than the rest of us, and wanted to catch up. He paid some leveling service to level him to 60, and then constantly monitored the account for the next couple days. When the character was 58ish, he logged on and changed the account info and kept the bank/inventory full of awesome, farmed items for himself. We had a few GMs warn us a few times for cross-teaming in Azshara the first couple months WOW was out. Before they fixed the drop rates on those bird creatures. We'd jump on ventrilo with a 'friendly enemy' guild who was playing alliance, and we'd give the locations of each others farmers and just grief the hell out of them. It was pretty fun. In Eve, I don't have any specific stories, but everyone treats the farmers like NPCs. You have to let them 'spawn' and let them 'gather' for awhile and then hit them when they are 'ripe'. There really is some skill in 'harvesting the farmers'. None of them can fight, at all, so you've just gotta milk as much out of them as you can. Kill them early and often and they'll leave. All in all, RMT only bothers me when the game design doesn't let me fix the problem myself. It's annoying when the farmers are on "my team" and I can't make them leave myself - in those most recent games where you're forced to be on some side with a bunch of, mostly retarded, strangers. Title: Re: Tell me why RMT is any different from... Post by: Margalis on December 27, 2007, 10:40:12 PM And this is why El Gallo is one of my favorite posters.
People farm without RMT. However, it's pretty obvious that RMT jacks up the intensity of farming about 1,000%. If I am camping the Frenzied Ghoul for a FBSS in 2001 Guk, I'm camping because I want the item for my little virtual dude or I want some plat to buy something else for my little virtual dude. If I don't get it, I'll be bummed, but it won't really be that big a deal. I also don't want to destroy my reputation, because I need my reputation to get groups, and I need groups to get other things for my little virtual dude. If, on the other hand, I am camping Guk for money I need to eat and pay my rent so I don't get thrown out on the fucking street I'm going to farm much, much, much more aggressively and I am going to care a whole lot less about other people. And I'll be there all day every day. And I'll hire other people to do it too. Sometimes differences in degree matter. Sure, some people care too much about shit in these games. But a lot more people get a lot more crazy over actual cash. Thread over. Also how did this get by unscathed? Quote If you are just soloing, then you don't care who you outlevel. What an incredibly naive statement. PVE MMOs are mostly a very passive-aggressive form of competition. This should be beyond obvious to anyone who either plays them or reads forums. Title: Re: Tell me why RMT is any different from... Post by: WindupAtheist on December 27, 2007, 10:41:49 PM Being killed by players is just a predictable business expense for the RMT companies. "Stopping them yourself" means nothing.
Title: Re: Tell me why RMT is any different from... Post by: Simond on December 28, 2007, 02:51:00 AM ...except in EVE, where every ship lost is a bite taken out of their profit margins.
They sell ISK. Ships cost ISK to buy and fit. Insurance, at best, covers somewhere in the region of 2/3rds of the total cost of a ship (including fittings). Every ship lost is 1/3rd of that ship's price of ISK gone that they could have otherwise sold. Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 28, 2007, 06:39:02 AM I'd say that these games are pretty immoral actually. Explain? Title: Re: Tell me why RMT is any different from... Post by: ajax34i on December 28, 2007, 06:42:13 AM It's still predictable, and can be treated as a simple expense. They may even have maps that show how often they're killed per day for different regions. With color codes and stuff. They also fly ships that are much cheaper than their profit margins; typically you're getting a load of ore, the odd industrial, or the odd osprey - that's nothing.
Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 28, 2007, 06:49:24 AM It's still predictable, and can be treated as a simple expense. They may even have maps that show how often they're killed per day for different regions. With color codes and stuff. They also fly ships that are much cheaper than their profit margins; typically you're getting a load of ore, the odd industrial, or the odd osprey - that's nothing. In my Eve corp we inflict greater loses than that daily...Ratting Battleships mainly. What people either forget or don't know about Eve is...You dont just respawn where you were. When you are podded you have to buy a new clone, buy a new ship, refit it and try to get it back out to 0.0 (unless the farmers are already based out of some station, but risky moving ratting ships regardless). They can take precautions like cloaks/warp core stabs but it slows down their kills/hr significantly. This has no effect on macro miners though. Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 28, 2007, 08:07:19 AM What I just read is that the RMT farmers in Eve actually add to the game experience for some people. They provide fun that the developer didn't have to design. Every RMT farmer killed by a real player means one less real player killed by a real player which means one less real player potentially quitting in frustration. The anti-RMT coalition also adds to the community aspect of the game.
Sounds like PvP games should allow RMT and let the players police it. It's free content. Title: Re: Tell me why RMT is any different from... Post by: Kirth on December 28, 2007, 08:21:17 AM We had a few GMs warn us a few times for cross-teaming in Azshara the first couple months WOW was out. Before they fixed the drop rates on those bird creatures. We'd jump on ventrilo with a 'friendly enemy' guild who was playing alliance, and we'd give the locations of each others farmers and just grief the hell out of them. It was pretty fun. Funny thing, me and my friends actually used to protect the farmers in Azshara for some reason. when Honor was rolled out (before Battlegrounds) we used to patrol for horde to kill and it got that the farmers knew us and would send us tells like "Help Horde Kill". Title: Re: Tell me why RMT is any different from... Post by: stray on December 28, 2007, 08:34:06 AM I'd say that these games are pretty immoral actually. Explain? They fail to deliver teh "fun". Title: Re: Tell me why RMT is any different from... Post by: WayAbvPar on December 28, 2007, 10:27:39 AM Quote Sounds like PvP games should allow RMT and let the players police it. It's free content. If there was a surefire way to tell the farmers from the n00bs who just don't know any better, I am all for it. Killing a bot farmer would make my day. Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 28, 2007, 10:29:54 AM I'd say that these games are pretty immoral actually. Explain? They fail to deliver teh "fun". Really? You probably could have just posted "I'm a raging retard" instead. Or I don't get your humor. One of the two. Title: Re: Tell me why RMT is any different from... Post by: stray on December 28, 2007, 10:50:05 AM Yes, you certainly do not get the humor.
The point of the post was to correct him on using the word "immoral" when it comes to cheating in games, and saying that it was best to use the word "illegal". "Immoral" is an extreme word. The rest of my post was a joke... Y'know... blah, blah, blah, "if there's anything 'immoral' when it comes to games, then it's shitty games". Now lighten the fuck up, please. Have no fear. I'm not Jack Thompson. Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 28, 2007, 11:29:03 AM Quote Sounds like PvP games should allow RMT and let the players police it. It's free content. If there was a surefire way to tell the farmers from the n00bs who just don't know any better, I am all for it. Killing a bot farmer would make my day. In Eve its usually a very asian name (sorry to generalize) or something like wkljree. Even if they aren't a farmer, I say kill them for having a farmer name anyways! :) Title: Re: Tell me why RMT is any different from... Post by: Raph on December 28, 2007, 12:34:00 PM PVE MMOs are mostly a very passive-aggressive form of competition. This should be beyond obvious to anyone who either plays them or reads forums. What an incredibly sad commentary on the state of the genre... Title: Re: Tell me why RMT is any different from... Post by: waylander on December 28, 2007, 12:45:49 PM Even if they aren't a farmer, I say kill them for having a farmer name anyways! :) That's what we used to do. I remember back in UO we would go around looking for macroing miners and then do our best to kill them. We couldn't get their loot, but at least we could stop them from power farming the resource so that someone else could get to it. UO's fundamental problem with PK's was that it was simply more lucrative to farm players than it was to farm monsters. If they had figured out a way to address that, then a lot of the PVP that did occur could have been the clan vs clan stuff while leaving most innocent bystanders alone. Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 28, 2007, 12:51:01 PM I can speak no further on this issue due to risk of Rasix.
Title: Re: Tell me why RMT is any different from... Post by: CharlieMopps on December 28, 2007, 01:16:03 PM There are games in which RMT is allowed.
There are games in which they have RMT servers and NON-RMT servers. Yet you do not play those games or on those servers? RMT is still huge in EQ2 despite the exchange servers... Why? Because, RMT is cheating. It's the same reason there isn't a "Steroid" league in baseball. The cheaters don't want to play against other cheaters. They want an unfair advantage against non-cheaters. Simple as that. It's just sad that people can convince themselves otherwise. Title: Re: Tell me why RMT is any different from... Post by: Wershlak on December 28, 2007, 01:51:05 PM There are games in which RMT is allowed. There are games in which they have RMT servers and NON-RMT servers. Yet you do not play those games or on those servers? RMT is still huge in EQ2 despite the exchange servers... Why? Because, RMT is cheating. It's the same reason there isn't a "Steroid" league in baseball. The cheaters don't want to play against other cheaters. They want an unfair advantage against non-cheaters. Simple as that. It's just sad that people can convince themselves otherwise. I tried out EQ2 again last year on a PvP server with some friends. PvP there has a level range and we were getting destroyed by level locked twinks. We bought gold and were able to even the odds somewhat. I know we cheated and I didn't really relish in doing it but It definately made the game fun as we were getting stomped before. The original question in the thread is "Why is RMT different..". In this case the twinks were gaining an unfair advantage. If we had max level characters we could have evened the odds by sending eq/money. If we had friends or joined a guild they could have helped us out. I think this is what Darniaq was getting at as the end effect on gameplay for my character and those competing against me in a PvP game is the same. Title: Re: Tell me why RMT is any different from... Post by: Margalis on December 28, 2007, 02:14:19 PM PVE MMOs are mostly a very passive-aggressive form of competition. This should be beyond obvious to anyone who either plays them or reads forums. What an incredibly sad commentary on the state of the genre... It may be sad but it's also the truth. Recognizing reality is important. Edit: Now with better spelling. Title: Re: Tell me why RMT is any different from... Post by: Arthur_Parker on December 28, 2007, 02:20:14 PM Because, RMT is cheating. How's it cheating exactly? If I find grinding mobs boring, why do you care if pay someone else to do it or macro it? Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 28, 2007, 04:59:41 PM its cheating because the license agreement says not to do it.
i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 28, 2007, 06:45:22 PM its cheating because the license agreement says not to do it. i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Is harassing someone "cheating"? Using a copyrighted name for your character? Those are against the TOS too. I don't think your Merriam Webster definition is as black and white as you seem to think. Those things are forbidden but not covered by the term "cheating". Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 28, 2007, 07:40:42 PM Please. It's cheating. It just isn't easily traceable. Doesn't make it legal.
Quote from: IainC Now say that the encounter which drops this popular item is permacamped and farmed by RMT operators. THey control the supply of that item so they can charge what they like for it. That's Farming. RMTing is just one way to grease the wheels of commerce. The core issue here is one of design (it can be Farmed so it is Farmed). El Gallo made a good point a page back about how RMTing can change the motivation of Farmers, amp up their efforts, all that. But in the end, regardless of the motivating factor, the design itself is an enabler.
We can't patch all the broken windows in the real world. But these minor virtual-world problems don't require anywhere near the same type nor amount of resources to fix and keep fixed. Quote from: Jayce Quote from: Stray I'd say that these games are pretty immoral actually. Explain? Mob genocide, for one. We're mercenaries, killing for money. We don't think about it that way so don't really care all that much about it. But grab someone off the street who's not a gamer (and which would still make up the majority of the world's population) and watch their reaction to you roaming the virtual countryside killing everything in your path for nothing more than personal gain. Title: Re: Tell me why RMT is any different from... Post by: Ratman_tf on December 28, 2007, 07:50:30 PM
One thing I liked about Ascheron's Call (not enough to keep me playing tho) is the random loot drops. It was (AFAIK) impossible to camp Purple Schnazoo for his Golden Accordian because the mechanics didn't support it. Named mobs with named drops directly leads to item farming. It can even become the sole game mechanic. (WoW endgame raiding)' I find that kind of mechanic boring in the extreme. Title: Re: Tell me why RMT is any different from... Post by: tmp on December 28, 2007, 08:13:47 PM Mob genocide, for one. We're mercenaries, killing for money. We don't think about it that way so don't really care all that much about it. But grab someone off the street who's not a gamer (and which would still make up the majority of the world's population) and watch their reaction to you roaming the virtual countryside killing everything in your path for nothing more than personal gain. The next moneyhats MMO will have player run around countryside and entertain virtual denizens with Guitar Hero performances. The better you play, the better the loot and increase of fame bars with different splinters of the world population.Depressing part is it could actually be fun for real... Title: Re: Tell me why RMT is any different from... Post by: stray on December 28, 2007, 08:21:24 PM Shit, that would be great. Not depressing at all. I've always wanted to play a bard.... And actually do bard stuff.
Title: Re: Tell me why RMT is any different from... Post by: Wershlak on December 28, 2007, 08:25:29 PM Or play a real healer and not have to spend hours slaughtering people in order to be a more powerful healer.
Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 28, 2007, 09:07:55 PM its cheating because the license agreement says not to do it. i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Is harassing someone "cheating"? Using a copyrighted name for your character? Those are against the TOS too. I don't think your Merriam Webster definition is as black and white as you seem to think. Those things are forbidden but not covered by the term "cheating". cheat (various sources, selected for relevance. i encourage you to do your own research) verb. to violate rules or regulations: He cheats at cards. noun. a person who acts dishonestly, deceives, or defrauds verb. To violate rules deliberately, as in a game noun. A computer application, password, or disallowed technique used to advance to a higher skill level in a computer video game. I think, given the generally accepted connotations and definition of the word "cheat", especially in the setting of a game, that any reasonable person would consider a breach of agreed rules to be "cheating". In the specific instances where breaking rules leads to profit to the rule-breaker, i'd assume that people would be especially likely to call it "cheating". Title: Re: Tell me why RMT is any different from... Post by: tmp on December 28, 2007, 09:14:47 PM Shit, that would be great. Not depressing at all. I've always wanted to play a bard.... And actually do bard stuff. Yeah i said depressing because half way through what sparked as green text realized something like this could be merged with most mechanics of typical MMO so easily it's unreal, and not only i'd like to play it, but it'd possibly wind up as more fun than current average whack the foozle stuff. Which i guess tells something about the appeal of MMO combat and/or actual importance of it as part of the game.Just need a hopeful investor to shell out for Aeron chairs, now. :hello_kitty: Title: Re: Tell me why RMT is any different from... Post by: Kiste on December 28, 2007, 09:50:48 PM ...except in EVE, where every ship lost is a bite taken out of their profit margins. It's not that easy. Killing farmers in EVE is actually counterproductive because insurance payouts are one huge money faucet.They sell ISK. Ships cost ISK to buy and fit. Insurance, at best, covers somewhere in the region of 2/3rds of the total cost of a ship (including fittings). Every ship lost is 1/3rd of that ship's price of ISK gone that they could have otherwise sold. A farmer buys a Raven for 90 mio ISK, insures it, equips it and goes ratting. The Raven and the equipment was produced from materials that were gathered by miners. Nanoganker_01 pops the farmer's Raven, the farmer gets a 70 mio ISK insurance payout. So while the farmer has lost stuff worth something like 150 mio ISK, no ISK has left the economy because it took no ISK to produce that stuff in the first place. Instead, the insurance mechanic has added another 70 mio ISK into economy. And that's more ISK than the farmer would have pumped into the economy in the time that he lost from getting killed and having to buy and equip a new ship. So while you're harming the individual farmer, you're harming the economy as well. The farmer won't be impressed... the time and ISK loss associated with getting killed is simply part of the cost of doing business. And professional farming operations likely have production facilities for Ravens and mining barges and such, so all it takes them to recoup their losses is a minor cut from the minerals they auto-macroed with their 1000 mining bots. It's even worse when killing macro-miners. Unlike ratters and mission runners, they don't add ISK to the economy at all... but when you kill them, ISK is added to the system via insurance payouts. Killing farmers just doesn't seem particularly helpful... the economic impact of doing so is probably every bit as bad as just letting them be. So why be mean to little yellow people if it doesn't solve the problem? Title: Re: Tell me why RMT is any different from... Post by: IainC on December 28, 2007, 10:03:36 PM ...except in EVE, where every ship lost is a bite taken out of their profit margins. It's not that easy. Killing farmers in EVE is actually counterproductive because insurance payouts are one huge money faucet.They sell ISK. Ships cost ISK to buy and fit. Insurance, at best, covers somewhere in the region of 2/3rds of the total cost of a ship (including fittings). Every ship lost is 1/3rd of that ship's price of ISK gone that they could have otherwise sold. A farmer buys a Raven for 90 mio ISK, insures it, equips it and goes ratting. The Raven and the equipment was produced from materials that were gathered by miners. Nanoganker_01 pops the farmer's Raven, the farmer gets a 70 mio ISK insurance payout. So while the farmer has lost stuff worth something like 150 mio ISK, no ISK has left the economy because it took no ISK to produce that stuff in the first place. Instead, the insurance mechanic has added another 70 mio ISK into economy. And that's more ISK than the farmer would have pumped into the economy in the time that he lost from getting killed and having to buy and equip a new ship. So while you're harming the individual farmer, you're harming the economy as well. The farmer won't be impressed... the time and ISK loss associated with getting killed is simply part of the cost of doing business. And professional farming operations likely have production facilities for Ravens and mining barges and such, so all it takes them to recoup their losses is a minor cut from the minerals they auto-macroed with their 1000 mining bots. It's even worse when killing macro-miners. Unlike ratters and mission runners, they don't add ISK to the economy at all... but when you kill them, ISK is added to the system via insurance payouts. Killing farmers just doesn't seem particularly helpful... the economic impact of doing so is probably every bit as bad as just letting them be. So why be mean to little yellow people if it doesn't solve the problem? Umm. Not really. Firstly the insurance payout even for platinum levels is less than the materials cost of the hull plus the cost of insuring. Otherwise it would be possible to become very rich by committing serial insurance fraud and the economy would implode. Secondly the insurance payout doesn't include the cost of any modules or rigs fitted, nor the cost of the pilot's clone. So the farmer gets 70m (or whatever) Isk as a direct result of you pwning his Covetor, then has to take >70m Isk worth of farmed ore, insurance and fittings to get back to where he was before Battlefleet Billy turned up. If you leave him alone 100% of his output gets turned into Isk and sold on. If you don't then 100% of his payout minus the differential between the insurance payouts and his losses gets turned over. I fail to see how he's better off in the secons scenario. Title: Re: Tell me why RMT is any different from... Post by: bhodi on December 28, 2007, 10:05:39 PM Plus, he's out the hour or more worth of farming that it takes for him to get re-equipped and back out there; since we're talking ~7-30mil ISK per hour per farmer (7 in hisec, 30 in 0.0) , that's some additional cash lost.
Title: Re: Tell me why RMT is any different from... Post by: Kiste on December 28, 2007, 10:13:02 PM Umm. Not really. Firstly the insurance payout even for platinum levels is less than the materials cost of the hull plus the cost of insuring. Otherwise it would be possible to become very rich by committing serial insurance fraud and the economy would implode. Secondly the insurance payout doesn't include the cost of any modules or rigs fitted, nor the cost of the pilot's clone. So the farmer gets 70m (or whatever) Isk as a direct result of you pwning his Covetor, then has to take >70m Isk worth of farmed ore, insurance and fittings to get back to where he was before Battlefleet Billy turned up. If you leave him alone 100% of his output gets turned into Isk and sold on. If you don't then 100% of his payout minus the differential between the insurance payouts and his losses gets turned over. I fail to see how he's better off in the secons scenario. Read my posting again, please. I'm talking about the amount of ISK in circulation. No ISK is needed to build a Raven, hence no ISK is removed by destroying it but ISK is added into circulation from the insurance payout. I'm talking about the macro-economic effect here, not about the individual farmers wallet. Every time there is an insurance payout, the amount of ISK in circulation is increased because destroying a ship does not remove ISK from the economy, only the minerals that were transformed into the ship. Let me make it clear.
It's not that hard to understand and, by the way, I doubt some Chinaman can pull 80 million ISK per hour and account. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 28, 2007, 10:19:47 PM Read my posting again, please. I'm talking about the amount of ISK in circulation. No ISK is needed to build a Raven, hence no ISK is removed by destroying it but ISK is added into circulation from the insurance payout. I'm talking about the macro-economic effect here, not about the individual farmers wallet. Every time there is an insurance payout, the amount of ISK in circulation is increased because destroying a ship does not remove ISK from the economy, only the minerals that were transformed into the ship. But those minerals are the same as ISK and they have been removed from the economy. Some Isk has been added, somewhat more potential Isk has been removed. Net result is that the economy has not grown, it only grows when 'free' money is added from mining, looting, ratting or missions. Insurance money isn't free cash, it's been paid for already.Title: Re: Tell me why RMT is any different from... Post by: Kiste on December 28, 2007, 10:24:18 PM But those minerals are the same as ISK and they have been removed from the economy. Some Isk has been added, somewhat more potential Isk has been removed. Net result is that the economy has not grown, it only grows when 'free' money is added from mining, looting, ratting or missions. Insurance money isn't free cash, it's been paid for already. No, it's not the same as ISK. Minerals aren't "potential" ISK since they cannot be transformed into ISK. They can be transformed into ships and guns and warp disruptors that can be sold to other players for ISK but there is a difference between money changing hands and money entering the economy.Edit: When you're adding ISK to the system while removing goods (like minerals), you're getting an inflationary pressure. More money + less goods = higher prices. Not increasing the monetary supply (by not killing the macro miner and causing ISK to poof into existence via insurance payouts) while adding more goods to the economy (by letting the macro miner live to sell his stuff) results in lower prices, which directly translates into increased real income for everyone participating in the economy. Like in real life, lower prices = good. Especially since the drawbacks of deflation shouldn't be a problem in synthetic economies in which goods leave the economy like they do in EVE (and unlike EQ back in 1999/2000). Title: Re: Tell me why RMT is any different from... Post by: IainC on December 28, 2007, 10:40:18 PM But those minerals are the same as ISK and they have been removed from the economy. Some Isk has been added, somewhat more potential Isk has been removed. Net result is that the economy has not grown, it only grows when 'free' money is added from mining, looting, ratting or missions. Insurance money isn't free cash, it's been paid for already. No, it's not the same as ISK. Minerals aren't "potential" ISK since they cannot be transformed into ISK. They can be transformed into ships and guns and warp disruptors that can be sold to other players for ISK but there is a difference between money changing hands and money entering the economy.Title: Re: Tell me why RMT is any different from... Post by: Kiste on December 28, 2007, 10:54:24 PM Anytime the game gives you something that you haven't paid for, the economy grows. If you mine materials, then the economy grows, those minerals didn't exist before and you can swap them for an amount of Isk or items. Essentially then they are Isk and they are free to you, the miner. The Isk that players pay you for them was already in circulation and doesn't magically pop into existence when you sell those materials but adding those materials to the market grows the economy. When you're talking about fluid assets like minerals, ships, modules etc (pretty much anything can be considered fluid as long as there is any kind of demand for it) then stuff=money. Additionally as a result of blowing up the ship, Isk leaves the system in the form of destroyed modules/ammo/cargo, clone payments, insurance costs and any discrepancy between the payout and the cost of building a new ship. I added something to my previous post. Anyway. What's the problem with economic growth? There is no problem! The problem is monetary supply increasing faster than the amount of available goods. That's inflation and inflation is the problem in these currency faucet/drain economies because the faucet > the drain by design (the economy is designed to be fun, after all) and everything that widens the faucet is bad. On the other hand, adding more minerals and ships and bogomips and whatnot to the economy doesn't cause inflation, it causes lower prices, which is higher real income for everyone (you get more utility for your money). Again, minerals are NOT ISK, not practically, not essentially, not ever. They cannot be transformed into ISK. The monetary supply doesn't increase by mining, it doesn't increase by turning minerals into ships, it doesn't increase by trading the ship. The only way how minerals could be transformed into ISK would be a NPC market for minerals with the NPCs creating new money every time they buy minerals (which is how NPCs work in MMOs). This isn't possible in EVE, since the market is almost entirely player driven without these price floor/ceiling shenanigans you find in other MMOs and their simplicistic, badly designed synthetic economies (or more apporpriately: trading sub-games... EVE is about the only MMO with anything resembling an economy). Therefor, the amount of ISK in circulation will not decrease by removing minerals or objects built from minerals from the economy. Your claim that "Isk leaves the system in the form of destroyed modules/ammo/cargo, clone payments, insurance costs and any discrepancy between the payout and the cost of building a new ship" is simply wrong, with the exception of the insurance costs, clone payments and market transaction taxes - these are the money sinks but they are far less than the fiat money pumped into the economy via the insurance payouts. The other stuff isn't ISK leaving the system, it's essentially minerals leaving the system. Title: Re: Tell me why RMT is any different from... Post by: lamaros on December 28, 2007, 11:39:06 PM This thread is even stupider than the Top 10 MMOs one.
Title: Re: Tell me why RMT is any different from... Post by: Arthur_Parker on December 29, 2007, 05:34:57 AM its cheating because the license agreement says not to do it. i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Again, why do you care? Title: Re: Tell me why RMT is any different from... Post by: Typhon on December 29, 2007, 06:11:13 AM [cheaters and their cheating cheatyness] Again, why do you care? In the ultra-narrow context of you paying someone so you wont have to grind mobs... no, no one gives a shit. If you want to pay someone else to play the game, have at it. Unfortunately, there are a number of issues beyond that ultr-narrow context of you, your hatred of mob grinding and your love of games that encorporate mob grinding as a large portion of their gameplay. Now that you've caught up with the thread, I encourage you to read some of the other fine posts in this thread on the topic of RMT. Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 29, 2007, 06:24:16 AM its cheating because the license agreement says not to do it. i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Again, why do you care? Quote How's it cheating exactly? If I find grinding mobs boring, why do you care if pay someone else to do it or macro it? I don't care. You asked two questions, I answered the first one, and the second was N/A. Title: Re: Tell me why RMT is any different from... Post by: CharlieMopps on December 29, 2007, 10:20:54 AM Because, RMT is cheating. How's it cheating exactly? If I find grinding mobs boring, why do you care if pay someone else to do it or macro it? Title: Re: Tell me why RMT is any different from... Post by: Arthur_Parker on December 29, 2007, 12:48:23 PM The playing field has never been equal and never can be. Terms like"cheaters" & "losers" suit the same type of person who demands class x is nerfed and hates school kids because they have more time to play.
Never paid for leveling, items or in-game money myself but I have zero problems with those who do. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 29, 2007, 01:22:05 PM its cheating because the license agreement says not to do it. i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Again, why do you care? To expand a little on what Typhon said, it's not so much 'you' in the singular, personal sense but the wider ramifications of that becoming a widespread and accepted practice. 'You' are becoming part of the problem in a small and likely unquantifiable way, but you aren't, in yourself, The Enemy. It's like the difference between saying 'Why do you care if I happen to keep ebola cultures?' and ebola cultures being available to all and sundry*. It's looking beyond the personal impact and looking at the larger issues that it presents to the game dynamics and the community. *For the hard of reading, I am not in anyway suggesting that buying gold is akin to deliberately spreading ebola.... Title: Re: Tell me why RMT is any different from... Post by: qedetc on December 29, 2007, 03:36:42 PM The playing field has never been equal and never can be. Terms like"cheaters" & "losers" suit the same type of person who demands class x is nerfed and hates school kids because they have more time to play. Never paid for leveling, items or in-game money myself but I have zero problems with those who do. your or anyone else's opinion on it has nothing to do with the fact that it is, in fact, cheating. Seriously, I love people who RMT, and I've worked with chinese farmer bosses, but it's pretty damn retarded to try to say it's not cheating. I'm not sure why I'm even responding to you again. Title: Re: Tell me why RMT is any different from... Post by: Hellinar on December 29, 2007, 04:59:58 PM Again, why do you care? Part of the construct of a “game”, as I see it, is a goal to strive for, and rules that frustrate your arrival at that goal. In a well designed game, arriving at the goal while staying within the rules is fun. In a badly designed game, the rules are simply frustrating. In a multi-player game, a big part of the fun is sharing the same goal and rule set with a bunch of other players on the same field. People who cheat reduce this communal aspect. If you only ask yourself “Am I having fun?”, then you shouldn’t care about cheating. If you are the type to enjoy the game more when everyone is having fun, then you should care about cheating. Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 29, 2007, 07:14:28 PM I nailed down what's bothering me about this term.
The thing is, when I hear the term "cheating", I think of a direct, primary effect of gaining an advantage over another player. Things like buying gold can give you (as a secondary effect) an advantage, but it's not an advantage in itself, unless the point of the game is to collect the most gold. To me it's like if you played a football match wearing a uniform that doesn't match either team. It's clearly against the rules, but wouldn't be called "cheating" because it doesn't directly give you a direct advantage. It gives you a potential or tactical advantage by potentially deceiving the opposing team, but BY ITSELF is not an advantage like going offsides might be. Either way, I acknowledge this is only about semantics - buying gold is definitely breaking the rules. I just object to the term because it sounds like you're buying you way to victory, but victory is defined too loosely in an MMOG to warrant that. Title: Re: Tell me why RMT is any different from... Post by: Rendakor on December 29, 2007, 09:20:09 PM Having more money isnt a direct advantage? :uhrr: It's like playing a football match after using steroids. You're not tricking your opponents or anything, you're better geared. In a game where gear wasn't tradeable, and the only thing you could buy was cosmetic changes, mounts, flights, etc and all gear was BoP, your arguement would hold up. Most MMOs are not like this.
It's cheating just like stealing money from the bank in Monopoly is cheating, or bribing your DM in D&D. Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 30, 2007, 04:56:07 AM Quote from: Rendakor Most MMOs are not like this. Yes, but the biggest one is, accounting for a big percentage of the market. WoW is only one game, but it arguably represents 70-75% or more of all Western MMO players ("arguably" because there's only reported sub numbers to go by).The only thing $200 worth of gold is going to buy you at the endgame is the Epic Flying skill. Otherwise, the only gear upgrades, either from PvE or PvP, are BoP drops, or BoPs purchased with different currency you can't buy (Honor Points, various Marks, Arena Points). These are all anti-RMT tactics (some of which also appear in other games, including earlier ones). Title: Re: Tell me why RMT is any different from... Post by: Kirth on December 30, 2007, 08:28:07 AM Quote from: Rendakor Most MMOs are not like this. Yes, but the biggest one is, accounting for a big percentage of the market. WoW is only one game, but it arguably represents 70-75% or more of all Western MMO players ("arguably" because there's only reported sub numbers to go by).The only thing $200 worth of gold is going to buy you at the endgame is the Epic Flying skill. Otherwise, the only gear upgrades, either from PvE or PvP, are BoP drops, or BoPs purchased with different currency you can't buy (Honor Points, various Marks, Arena Points). These are all anti-RMT tactics (some of which also appear in other games, including earlier ones). Except you can very well buy Arena points, Also a fair number of 'high-end' guilds will offer to sell various drops from bosses they continue to farm weekly. So your $200 worth of gold can go alot further then you think. Title: Re: Tell me why RMT is any different from... Post by: Rendakor on December 30, 2007, 08:51:19 AM What Kirth said. Plus craftable epics (the master-macesmith hammer was best in game for a while in BC iirc), enchants, and BoE world drops.
Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 30, 2007, 09:07:56 AM Except you can very well buy Arena points, Also a fair number of 'high-end' guilds will offer to sell various drops from bosses they continue to farm weekly. So your $200 worth of gold can go alot further then you think. To me, buying arena points for gold smacks more of cheating than buying gold. It's the primary/secondary thing. Arena points ARE the measure by which you "win" a certain part of the game. People compare arena rankings. No one compares gold amounts (that I'm aware of). Buying gold is still secondary, because you have to buy the gold then IN TURN buy the arena points, BOE purples, whatever. And BOE purples are a means to an end in themselves, actually, determining what you can take on PvE wise. So buying gold is two steps removed. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 30, 2007, 10:58:34 AM Except you can very well buy Arena points, Also a fair number of 'high-end' guilds will offer to sell various drops from bosses they continue to farm weekly. So your $200 worth of gold can go alot further then you think. To me, buying arena points for gold smacks more of cheating than buying gold. It's the primary/secondary thing. Arena points ARE the measure by which you "win" a certain part of the game. People compare arena rankings. No one compares gold amounts (that I'm aware of). Buying gold is still secondary, because you have to buy the gold then IN TURN buy the arena points, BOE purples, whatever. And BOE purples are a means to an end in themselves, actually, determining what you can take on PvE wise. So buying gold is two steps removed. So by that measure taking steroids in baseball isn't that big a deal because your team doesn't get ranked by muscle mass. Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 30, 2007, 12:23:05 PM Ok, I'll need some edumacation here. how does one buy Arena points? Do they pay their opponents to lose? Or is there a mechanism for transferring the point?
On raid drops, yea there's those who rent slots to tag-alongs who want the BoP drops. But you shouldn't bother with cash on the BoE stuff. And for those that do either or both, well, that's right back at he other half of this "problem": there being buyers for he stuff. But neither transaction do I see as harmful to others per se. People get cut out of teams and raids all the time, for many reasons. This probably is not am epidemic. And I think it important to note the impact of these events individually and collectively. Right now I see a bunch of isolated events that only alienate players slightly differently than the core game mechanics do by default. Title: Re: Tell me why RMT is any different from... Post by: Arthur_Parker on December 30, 2007, 12:32:34 PM The playing field has never been equal and never can be. Terms like"cheaters" & "losers" suit the same type of person who demands class x is nerfed and hates school kids because they have more time to play. Never paid for leveling, items or in-game money myself but I have zero problems with those who do. your or anyone else's opinion on it has nothing to do with the fact that it is, in fact, cheating. Seriously, I love people who RMT, and I've worked with chinese farmer bosses, but it's pretty damn retarded to try to say it's not cheating. I'm not sure why I'm even responding to you again. I'm not really sure I approve of criminals such as yourself throwing around insults such as "cheating". Sure, you can say anyone that breaks the code of conduct or license agreement for a game is a cheater, but it's not that black and white. Just as I could choose to refer to anyone who has ever broken a law such as littering, jaywalking or speeding as a criminal, but I obviously wouldn't..... as that would be retarded. Dropping a bit of litter as a six year old, "criminal"? I'd have to go with a no. Multiple homicide and arson, "criminal"? I'd be more by tempted with a yes there. Exploiting a dupe bug a few hundred times and selling the gold for RL cash, sure I'm happy with "cheating" there. Buying the WoW boxed set from a colleague at work, changing the cc details and logging in a level 70 Pally, "cheating", I'd go with a no there. Playing a game and calling your character "Cupid Stunt", is that "cheating?, I'd say no, but it didn't stop Cupid getting perma banned. Did anyone playing UO not macro, even if only attended macroing. If I'm attended macroing while watching tv, am I more of cheater if I replace my 19" tv with a 22"? Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 30, 2007, 01:01:35 PM To me, buying arena points for gold smacks more of cheating than buying gold. It's the primary/secondary thing. Arena points ARE the measure by which you "win" a certain part of the game. People compare arena rankings. No one compares gold amounts (that I'm aware of). Buying gold is still secondary, because you have to buy the gold then IN TURN buy the arena points, BOE purples, whatever. And BOE purples are a means to an end in themselves, actually, determining what you can take on PvE wise. So buying gold is two steps removed. So by that measure taking steroids in baseball isn't that big a deal because your team doesn't get ranked by muscle mass. I can't help but agree with that. By the definition I'm thinking of, steroids isn't directly cheating at any particular match. It is, of course, against the rules just like buying gold in those non RMT games. I feel like it's tied a little closer to its primary cause, since you can hardly help but hit the ball harder with steroid-built muscles. One leads inexorably to the other. Not so with buying gold. You can use it to get a better PvP weapon, thus - you could argue - cheating at PvP, but you could also just buy an epic mount, or on repairs, which aren't a competition. edit: I should mention, for full disclosure, since I'm arguing this side of the issue: I've never bought gold in any game. I'm sort of on the fence as to whether I care. Title: Re: Tell me why RMT is any different from... Post by: tmp on December 30, 2007, 01:27:21 PM I can't help but agree with that. By the definition I'm thinking of, steroids isn't directly cheating at any particular match. It is, of course, against the rules just like buying gold in those non RMT games. But if the rules are set up to prevent artificial enhancement of player's inherent abilities, then if one participates in competition while under influence of such enhancement... they are in fact cheating: because cheating is 'an act of lying, deception, fraud, trickery, imposture, or imposition' and they are lying they're clean by very act of entering the competition in such state (as being clean is pre-requisite to compete, defined by the rules)Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 30, 2007, 01:54:20 PM I can't help but agree with that. By the definition I'm thinking of, steroids isn't directly cheating at any particular match. It is, of course, against the rules just like buying gold in those non RMT games. But if the rules are set up to prevent artificial enhancement of player's inherent abilities, then if one participates in competition while under influence of such enhancement... they are in fact cheating: because cheating is 'an act of lying, deception, fraud, trickery, imposture, or imposition' and they are lying they're clean by very act of entering the competition in such state (as being clean is pre-requisite to compete, defined by the rules)But see, this is an example of the very dilution of terminology I'm arguing against. That would expand the term to lying about nearly anything game-related (your raid experience in another guild for example). And what about someone who is forthright with the fact that they bought gold. Are they now no longer cheating? Title: Re: Tell me why RMT is any different from... Post by: Kirth on December 30, 2007, 02:24:59 PM Ok, I'll need some edumacation here. how does one buy Arena points? Do they pay their opponents to lose? Or is there a mechanism for transferring the point? On raid drops, yea there's those who rent slots to tag-alongs who want the BoP drops. But you shouldn't bother with cash on the BoE stuff. And for those that do either or both, well, that's right back at he other half of this "problem": there being buyers for he stuff. But neither transaction do I see as harmful to others per se. People get cut out of teams and raids all the time, for many reasons. This probably is not am epidemic. And I think it important to note the impact of these events individually and collectively. Right now I see a bunch of isolated events that only alienate players slightly differently than the core game mechanics do by default. you only have to play a % of games to get the payout every week. so good pvpers will rent there services out where they will get a team rating to a certain level, invite people to the team to play whatever % they need to get points and collect. Title: Re: Tell me why RMT is any different from... Post by: tmp on December 30, 2007, 03:00:09 PM But see, this is an example of the very dilution of terminology I'm arguing against. That would expand the term to lying about nearly anything game-related (your raid experience in another guild for example). I think this act of expansion is done to purposefully dilute the terminology, actually. Since there can be quite distinct line drawn easily between lying about being compliant with defined game rules, and lying about something not related to that specific act (like guild experience in your example)Quote And what about someone who is forthright with the fact that they bought gold. Are they now no longer cheating? It's pretty much impossible to be forthright about breaking the game rules in MMO environment where people who don't know you (including the game staff) would have to presume you are complying with the rules like everyone else until told otherwise. Short of maybe outright stating "I bought the gold" every couple minutes on all chat channels and in CS tickets, to avoid situation where someone might remain unaware of it. And once it's known you are breaking the game rules you're likely to be banned for it, so "being forthright" is either being dumb if it's done in such manner, or it's being dishonest about this whole 'being forthright' thing when one is only being forthright about it only with selected people, to avoid the punishment/ban that they know would otherwise happen. Title: Re: Tell me why RMT is any different from... Post by: MahrinSkel on December 30, 2007, 06:49:34 PM No, it's not the same as ISK. Minerals aren't "potential" ISK since they cannot be transformed into ISK. They can be transformed into ships and guns and warp disruptors that can be sold to other players for ISK but there is a difference between money changing hands and money entering the economy. I made lots of ISK off players who thought like you. *Everything* is ISK, at either a discount or premium depending on location. I'd find stuff that was priced under the salvage value, and behind it was always somebody who thought minerals were free because they'd mined them themselves. Sacrificing BS's for the insurance payout sometimes made sense in deep 0.0 (where the risks of bulk haulage to empire markets discounted them way under the default values). But they'd do this in 0.5+ systems.Edit: When you're adding ISK to the system while removing goods (like minerals), you're getting an inflationary pressure. More money + less goods = higher prices. Not increasing the monetary supply (by not killing the macro miner and causing ISK to poof into existence via insurance payouts) while adding more goods to the economy (by letting the macro miner live to sell his stuff) results in lower prices, which directly translates into increased real income for everyone participating in the economy. Like in real life, lower prices = good. Especially since the drawbacks of deflation shouldn't be a problem in synthetic economies in which goods leave the economy like they do in EVE (and unlike EQ back in 1999/2000). --Dave Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 30, 2007, 07:22:20 PM And once it's known you are breaking the game rules you're likely to be banned for it, so "being forthright" is either being dumb if it's done in such manner, or it's being dishonest about this whole 'being forthright' thing when one is only being forthright about it only with selected people, to avoid the punishment/ban that they know would otherwise happen. You still didn't address my issue. Dumb or not, you could be forthright about it and you'd be just as wrong, IMO, as if you had bought it and never told a soul. In fact, you just introduced a paradox, because if the dishonesty is the issue, then ratting yourself out clears you of the charges. :-) Anyway, this is turning into a fairly stupid side discussion, so I'll drop it. All I'm saying is that you can be in the wrong without it constituting the ordinary connotation of "cheating". Title: Re: Tell me why RMT is any different from... Post by: Rendakor on December 30, 2007, 08:38:36 PM And what about someone who is forthright with the fact that they bought gold. Are they now no longer cheating? To be forthright about buying gold, you'd have to not log in, since logging in is implying you agree to the EULA which says you will not buy gold. Many MMOs require you to often reagree to this, either when patching or every time you login.Title: Re: Tell me why RMT is any different from... Post by: tmp on December 30, 2007, 09:01:01 PM You still didn't address my issue. Dumb or not, you could be forthright about it and you'd be just as wrong, IMO, as if you had bought it and never told a soul. In fact, you just introduced a paradox, because if the dishonesty is the issue, then ratting yourself out clears you of the charges. :-) Aye, i thought of adding that in the edit but it didn't seem worthwile to make the message longer it already was since the situation is extremely theoretical so to speak... but in any case yes, if there was a way to make everyone else aware you're playing in way not compliant with game rules then since that moment there's no "cheating" to speak of, but "just" a case of breaking the rules of game which should then be handled by game staff.I don't think it's really a paradox, not any more than in any other questionable activity --RL or virtual-- where in practice it's not the activity itself that one is being punished for, but rather they're punished for being stupid enough to get caught :-) Or in another way, i'd agree when you say if one bought the gold and didn't tell anyone, they'd still be wrong about it... because the act of breaking the defined rules is considered 'wrong' itself. The "cheating" part is just an extra layer on top of that, adding dishonesty to the whole deal. And when people address this they don't bother to split hair between the rule breaking part and the dishonesty part, and just call the whole package "cheating" or whatever. In any case yeah, doesn't seem to be much point into digging further into this, so dropping it as well. Title: Re: Tell me why RMT is any different from... Post by: Kiste on December 30, 2007, 10:42:50 PM I made lots of ISK off players who thought like you. *Everything* is ISK, at either a discount or premium depending on location. I'd find stuff that was priced under the salvage value, and behind it was always somebody who thought minerals were free because they'd mined them themselves. Sacrificing BS's for the insurance payout sometimes made sense in deep 0.0 (where the risks of bulk haulage to empire markets discounted them way under the default values). But they'd do this in 0.5+ systems. I think you misunderstand what I'm talking about. I'm talking about monetary supply and inflation in EVE's synthetic economy and how insurance payouts add to that, which leads to the paradoxical situation that killing farmers because they hurt the economy is actually every bit as hurtful (if not even more so) than letting them do their thing.I'm not sure how often I have to explain the concept for you guys to understand. Yes, the farmer might lose stuff that takes him 150 mio ISK to replace. But these 150 mio ISK aren't removed from the economy, they simply change hands to the producer of the new ship and equipment. The insurance payout, though, poofs 70 mio ISK into existence that didn't exist before. Yes, the farmer took a loss, but at the same time, the economy as a whole just suffered from the creation of an additional 70 mio ISK that didn't exist before and which amounts to more than the farmer could have pumped into the economy within the time span it took him to replace the ship. Killing farmers means removing minerals from the economy (i.e. ships and crap) while adding ISK. Less minerals and more ISK in the system lead to inflation. Killing farmers, especially macro-miners, is extremely counter-productive with regard to the economic health of the in-game economy and doesn't do jack shit to reduce the Chinaman farmer scourge (hint: they won't go away as long as there is money to be made). I'm not talking about anyone's individual ability to make or lose virtual money. Never did I claim that minerals are "free". I said they aren't ISK. Removing minerals from the game by destroying ships doesn't decrease monetary supply within the economy. Why? Because minerals aren't frigging ISK. Title: Re: Tell me why RMT is any different from... Post by: IainC on December 30, 2007, 11:35:15 PM I think you misunderstand what I'm talking about. I'm talking about monetary supply and inflation in EVE's synthetic economy and how insurance payouts add to that, which leads to the paradoxical situation that killing farmers because they hurt the economy is actually every bit as hurtful (if not even more so) than letting them do their thing. No it isn't.I'm not sure how often I have to explain the concept for you guys to understand. Yes, the farmer might lose stuff that takes him 150 mio ISK to replace. But these 150 mio ISK aren't removed from the economy, they simply change hands to the producer of the new ship and equipment. The insurance payout, though, poofs 70 mio ISK into existence that didn't exist before. Yes, the farmer took a loss, but at the same time, the economy as a whole just suffered from the creation of an additional 70 mio ISK that didn't exist before and which amounts to more than the farmer could have pumped into the economy within the time span it took him to replace the ship. Killing farmers means removing minerals from the economy (i.e. ships and crap) while adding ISK. Less minerals and more ISK in the system lead to inflation. Killing farmers, especially macro-miners, is extremely counter-productive with regard to the economic health of the in-game economy and doesn't do jack shit to reduce the Chinaman farmer scourge (hint: they won't go away as long as there is money to be made). Firstly less than 70m isk is going to be added to the economy as a net effect of blowing up a ship with a 70m insurance payout. A decent portion of that is going to leave the system completely as I explained before. Secondly, cash is added to the system all the time through various mechanisms. Taking the line that you shouldn't blow up ships you don't like because it will negatively impact the game economy is ludicrous. Eve's economy is pretty well balanced and has enough drains that it can stand constant injection of new Isk. I'm pretty sure it's not static but it's not galloping off at an uncontrollable rate either. The economy is also very large to the point where even a major alliance probably couldn't damage it in a meaningful way. Even if you waged a genocidal campaign and popped scores of macrominers a day, the overall impact on the economy is going to be tiny. Think of all the ships that get blown up daily and it's fairly clear that insurance payouts aren't destroying the economy. Title: Re: Tell me why RMT is any different from... Post by: Arthur_Parker on December 31, 2007, 01:30:43 AM its cheating because the license agreement says not to do it. i.e. its cheating because its against the rules and increases your advantage in the game. it can be a completely arbitrary and useless rule, but when you break it to get better, you're cheating. if you have any other questions, ask merriam or webster. Again, why do you care? To expand a little on what Typhon said, it's not so much 'you' in the singular, personal sense but the wider ramifications of that becoming a widespread and accepted practice. 'You' are becoming part of the problem in a small and likely unquantifiable way, but you aren't, in yourself, The Enemy. It's like the difference between saying 'Why do you care if I happen to keep ebola cultures?' and ebola cultures being available to all and sundry*. It's looking beyond the personal impact and looking at the larger issues that it presents to the game dynamics and the community. *For the hard of reading, I am not in anyway suggesting that buying gold is akin to deliberately spreading ebola.... Delayed posting this because I had to shorten it from about 17 pages. Here's the thing, there are three camps involved in RMT, farmers, customers and you devs. Everyone else is a bystander and most certainly not part of whatever "problem" you think exists. Of the three groups the only one with any real power are the devs. They control the demand for RMT services through game design, determine the range of actions available to the farmers in-game and they determine if RMT is actually legal. In short the whole "problem" is of your own making and if we face the truth, your whole attitude against "cheaters" is, generally, directly affected by how much money is going into someone else's pocket. As with Blizzard, you might ban farming accounts for publicity stunts but you won't make it impossible for farmers to buy new accounts. If we are discussing who the "enemy" is, lets first discuss game companies who are more than happy to let players pay each month for a service they never use. I don't see any of you guys dropping emails that say "Hey you haven't logged in for 6 months, you might want to cancel your recurring payment plan". Let's not even talk about the players that buy the box, give you their credit card details and then never log in, free money right? So which is worse again, the company taking payment for a service or the company just taking payment? Title: Re: Tell me why RMT is any different from... Post by: Tebonas on December 31, 2007, 01:56:36 AM This completely useless discussion at Christmas? Really?
It doesn't matter one iota if you are for or against it. For the simple fact that the maker of the games provide the rules, and if they say no to it you can either accept that or don't play the game. Really, they should ban the people using such services illegally, if only for the simple fact that they show they can't be trusted following the rules provided by the developer of the game. Who knows what rules the might break next for sake of their own convenience. Title: Re: Tell me why RMT is any different from... Post by: Koyasha on December 31, 2007, 02:10:15 AM Ok, I'll need some edumacation here. how does one buy Arena points? Do they pay their opponents to lose? Or is there a mechanism for transferring the point? This is a tangent to the RMT subject, but I'll explain somewhat. The arena points issue absolutely is directly harmful to others.On raid drops, yea there's those who rent slots to tag-alongs who want the BoP drops. But you shouldn't bother with cash on the BoE stuff. And for those that do either or both, well, that's right back at he other half of this "problem": there being buyers for he stuff. But neither transaction do I see as harmful to others per se. People get cut out of teams and raids all the time, for many reasons. This probably is not am epidemic. And I think it important to note the impact of these events individually and collectively. Right now I see a bunch of isolated events that only alienate players slightly differently than the core game mechanics do by default. Typically, in order to buy your way up to a high rating, what happens is this...you form an arena team with high-ranked players. A lot of 2200+ ranked players do this. These people are decked out in full arena gear, along with you, the scrub. They start out at 1500, and start plowing their way through anyone that stands in their path until they reach about 2000. If you want to increase your personal rating, they include you in the team, but since they're so far above anyone that should be in that range of rating, even 4 (or 2, in 3vs3, and sometimes 1 in 2vs2) can destroy any honest teams they come across. Everyone that does not play this way basically runs the risk of running into one of these groups and getting handed a guaranteed loss, since there's no way to beat a team of players who all have better tactics than those new to the arena, and outgear you by 4000 or so hit points and 300 resilience or more. That's the most direct harm it does to others. Indirectly it skews the entire arena competition, since it is, after all, a ranked competition. Since we've got so many baseball references...it's like hiring the Yankees to play the entire season with your little league team while the kids take turns playing outfield. Title: Re: Tell me why RMT is any different from... Post by: Kiste on December 31, 2007, 07:50:09 AM No it isn't. Is too. If more money is added to the system by killing the farmer than is added by the farmer doing his farming, then it is. It's really binary like that.Quote Firstly less than 70m isk is going to be added to the economy as a net effect of blowing up a ship with a 70m insurance payout. A decent portion of that is going to leave the system completely as I explained before. The insurance payout for a Raven is 108 mio ISK. The biggest money sink associated with a new ship is insurance (32 mio ISK). A new clone, market transaction fees and such are pocket change. So yes, 70 mio ISK is a realistic number.Quote Secondly, cash is added to the system all the time through various mechanisms. Taking the line that you shouldn't blow up ships you don't like because it will negatively impact the game economy is ludicrous. Eve's economy is pretty well balanced and has enough drains that it can stand constant injection of new Isk. I'm pretty sure it's not static but it's not galloping off at an uncontrollable rate either. The economy is also very large to the point where even a major alliance probably couldn't damage it in a meaningful way. Even if you waged a genocidal campaign and popped scores of macrominers a day, the overall impact on the economy is going to be tiny. Think of all the ships that get blown up daily and it's fairly clear that insurance payouts aren't destroying the economy. Currently, the ongoing galaxy wide war is a huge cash faucet because of insurance payouts. According the the Quarterly Economic Report, the net amount of ISK added to the system per day has risen from 130 bil ISK to 200 bil ISK (June -> September), significantly outpacing EVE's alt-driven population growth. I'd say that insurance payouts from a large number of ships getting blown up every day in the course of the war consititute a large chunk of that increase in monetary supply. The economy isn't so stable because it is so well balanced, it's stable because of a number of factors. First of all, the increase in monetary supply hasn't driven up prices so far mainly because the devs keep making changes that reduce market prices by increasing competition and lowering costs (invention, seeding new BPOs) and because macro miners keep depressing mineral prices. Once these effects have fully played out, we will see much higher inflation. Back to the farmers... I haven't said that murdering Chinamen will destroy the economy. That's not my point at all. The economic impact of doing so won't be huge, true. Taking the currently widened money faucet out of the picture and going back to the more "normal" increase of monetary supply of 130 bil ISK, popping just one hundred Chinafarmers in Ravens per day would add 5% to that. That's not a lot in relation to the total amount of money in circulation. But that's not the question, now is it? The question is whether killing the Chinafarmers remedies the RMT problem and the problems farmers cause for the economy. With regard to the latter, the answer is no, killing them won't help at all. By trying to keep the Chinamen from pumping ISK into the economy, you're ending up pumping even more ISK into the economy. While the overall impact won't "destroy the economy" (when did I say that?) and is probably barely even measurable, you simply won't get any positive results from killing them. But will targeting farmers maybe drive them out of the game? Bloody unlikely. It's their job. They'll simply go somewhere else, or retreat to empire space. That might drive up ISK prices on eBay a few cents but that's it. And that has been my point all along - killing farmers in EVE is not a solution, in fact, it doesn't achieve anything at all. Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 31, 2007, 08:32:40 AM The only thing I can say here, you act as minerals do not have a monetary worth until the moment they are made into a ship. Bullshit. They have value, just because they weren't sold to some guy that runs lvl 4 missions all day (once again, isk going into the system). Im willing to bet more money is put into the economy by mission runners than by insurance payouts. So are missions the problem??? :P
Killing a farmer hurts his production, period. Does it solve anything? Of course not. Does it feel good and give you a laugh? Of course. Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 31, 2007, 09:04:36 AM One thing that hasn't been mentioned yet is that quasi-developer sponsored RMT has come to all EQ2 servers via the Legends of Norrath (LoN) digital card game. Card booster packs are available for sale at $2.99 each. Each booster pack purchased offers a small chance at a EQ1 or EQ2 (player's choice) special loot item. These loot items are arguably not game breaking, but they are not worthless fluff either:
1) once a day potion that basically complete heals your character. Useable in combat with a 2 second interruptible cast time. 2) a stein that provides an extra bind point to any barkeep in the game, currently the only way for non-casters to port to RoK. 3) a cloak that provides safefall and turns you into a box, making you non-aggro to everything. 4) a item that makes your character's eyes glow various colors. Every LoN player has the potion at this point. This item saves me from one death a play session and is clearly valuable for raiding. I "bought" the stein from a player this weekend by going to the LoN trading interface and trading 4 booster packs for it (for which I paid $11.96 immdiately prior.) The cloak and eye-glowy can similarly be "bought" via the LoN trading interface. The interface works much the same as the EQ2 broker system: put up what you have and what you want for it and anyone can come along and hit your bid. Just thought I would throw that out there. Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 31, 2007, 09:14:55 AM I'd love to get that glowy eyes thing for my inquisitor...is it like CoH where it has a smokey trail off in particular colors or what?
Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 31, 2007, 09:20:27 AM I'd love to get that glowy eyes thing for my inquisitor...is it like CoH where it has a smokey trail off in particular colors or what? Just a glow. I haven't noticed particles. Title: Re: Tell me why RMT is any different from... Post by: Righ on December 31, 2007, 10:52:35 AM I nailed down what's bothering me about this term. The thing is, when I hear the term "cheating", I think of a direct, primary effect of gaining an advantage over another player. Things like buying gold can give you (as a secondary effect) an advantage, but it's not an advantage in itself, unless the point of the game is to collect the most gold. If you consider the point that Margalis neatly summarized earlier, that achievement MMOGs are essentially a passive-aggressive form of competition (which is necessarily a simplification, but reasonably accurate for most competitive behaviour in WoW PvE settings) then buying gold and spending it is about the most significant direct advantage one can have. It would be pretty disingenuous to say "oh, but its only the spending of the bought gold that is cheating then, not buying it". When the rules of the game say "don't buy gold" and when a sizable proportion of the player population finds people who buy gold to be undermining their achievements, then its fair to say that buying gold is cheating. Simply because you and I find that such achievers are fucking imbeciles who need to grow up and achieve something outside the damned game doesn't make it reasonable to argue that it isn't cheating. Title: Re: Tell me why RMT is any different from... Post by: Venkman on December 31, 2007, 10:57:22 AM This is a tangent to the RMT subject, but I'll explain somewhat. The arena points issue absolutely is directly harmful to others. Thanks for explaining. That makes sense. But here again we're back to a core design issue in general and not something specifically related to RMT (which you noted as this being a tangent). There's some bartering that goes on at all for a service. That could be anything, including but not specifically exclusive to, RMT. Title: Re: Tell me why RMT is any different from... Post by: CharlieMopps on December 31, 2007, 11:23:47 AM SOE would love, absolutely drool over the ability to flat out sell us items. They have tried everything they could to make that happen and the have nearly lost their entire playerbase over it. Allowing some untalented, unskilled noob to run around in epic armor on top of a flying mount of doom with a flaming sword just because he paid $11.99 trivializes their worth.
In EQ1, I played a Mage. When I saw another mage with his Epic Pet, I thought "Wow, that guy worked really hard for that. Camping hours and hours, killing all those raid mobs." I was truly impressed with his efforts. It made me want to play... more... and better. If he could have simply bought the item for $50... it would devalue not only the item but the effort as well. It would make me not want to play the game because I would have no goals. Title: Re: Tell me why RMT is any different from... Post by: Sky on December 31, 2007, 11:33:24 AM Allowing some untalented, unskilled noob to run around in epic armor on top of a flying mount of doom with a flaming sword just because he paid $11.99 trivializes their worth. You, sir, are what's wrong with mmo.In EQ1, I played a Mage. When I saw another mage with his Epic Pet, I thought "Wow, that guy worked really hard for that. Camping hours and hours, killing all those raid mobs." I was truly impressed with his efforts. It made me want to play... more... and better. If he could have simply bought the item for $50... it would devalue not only the item but the effort as well. It would make me not want to play the game because I would have no goals. Title: Re: Tell me why RMT is any different from... Post by: Slayerik on December 31, 2007, 12:15:22 PM So because I wanted to get "Lord" in UO after I got my first grandmaster would that put me under the same category?
I think there is nothing wrong with what he said. There can be a sense of earning things in these games. Would it be as bad if instead of the Epic mount thing he said his UO house covered in the remains of his victims. Him walking into someone else house and seeing that would make him go...Damn, he killed a lot of peeps just like me. Its all about if it is valuable to you or not. You can choose not to walk around in WoW inspecting gear. If you don't care, don't look. Reading back, I'm not sure if I disagree with you or not Sky...but I'm pretty sure whats wrong with MMO is more than some people being hardcore...thats going to happen regardless. Title: Re: Tell me why RMT is any different from... Post by: Ratman_tf on December 31, 2007, 12:26:16 PM You, sir, are what's wrong with mmo. What is a game without goals? What good is baseball if you're just going to sit in the dugout and drink beer all day? What good is chess if you're just moving your knight back and forth all game? I see nothing wrong with having long term goals in MMORPGs. I do not like having some of these asstastic lewt and level goals that Everquest has fostered onto the genere. One meta-goal in Sims 2 is the generation challenge, where you bring up 10 generations of Sims, and try to max out their life goals and everything. If you're having fun doing it, I see no problems. If you're doing it just to epeen... yeah. Stab-stabbity. Title: Re: Tell me why RMT is any different from... Post by: shiznitz on December 31, 2007, 12:39:39 PM Maybe the best way to handle equipment "earned" vs bought is to have them as separate tracks. I think the two can live happily side by side but the guy who "earned" Item X doesn't want player Y to just buy it. So, make them different but the same. I always return to the reason RMT ever tempted me: mounts and housing. It would be a small thing to have mounts bought in game through adventuring look different than mounts bought at the Station Store. If players want to discriminate based on this, then so be it.
In EQ2 specific terms, how much would it really hurt the game if players could buy Master spells from SOE? How could SOE differentiate between dropped and bought version of spells? Color, probably. What if I could buy the full set of Tier 7 berserker fabled for $200 and it was a different color than the dropped set? It wouldn't make sense for SOE to make the RMT version available on day one that EoF was live, but what about once RoK goes live? Or 3 months after that? There are ways to build in RMT that let's players identify who is doing it and who isn't. I am sure that there would be people who would refuse to invite a character into their group but there would be plenty who didn't care. I would even argue that one would want a player who had bought all the best equipment from SOE in the group/raid because he/she is not going to roll on anything that drops. Title: Re: Tell me why RMT is any different from... Post by: Sky on December 31, 2007, 01:36:34 PM No. That he saw that someone had camped for hours and hours killing mobs over and over and it inspired him. That's mental illness. Mmogtarded. I remember being inspired by the line at the DMV. Hey, you waited TWO HOURS for your registration. That really means something.
I'm against RMT for the most part, but I'm also against the game design where it makes sense. The more I see shit camped out or unavailable because I need to dick around putting together a group, the more I'm inclined to move all my characters to the bazaar. Then I could've played on Sunday rather than logging off because everything I wanted to do was camped to fuck and back. Solo players can't compete in the contested resource world against large guilds or higher level players, and I'm in no rush to bypass all the content. Title: Re: Tell me why RMT is any different from... Post by: DarkSign on December 31, 2007, 01:45:14 PM I agree with what you're saying for the most part. Leveling itself should be fun. From level 1 to level 105. The gameplay should be the reward itself. But humans have status symbols wired into our social nature. A woman feels like a big, pretty house with candles and pillows gives her status. A man feels like a hot bimbo and a cool car gives him status (over generalizations of course), but it will always be with us. And to a certain extent there are achievements worthy of saying...wow that guy did something cool / great / amazing - but of course we're talking videogames.
There's no answer to the merry-go-round of RMT. People will always differ. Title: Re: Tell me why RMT is any different from... Post by: KallDrexx on December 31, 2007, 02:31:27 PM Hrm. A bit off topic, I vaugly remember SOE releasing some information about the success of their EQ2 RMT service a few months after they launched it. Did they ever write up a new one?
Title: Re: Tell me why RMT is any different from... Post by: Jayce on December 31, 2007, 02:51:34 PM No. That he saw that someone had camped for hours and hours killing mobs over and over and it inspired him. That's mental illness. Mmogtarded. I guess I'm MMOGtarded too then. I remember being impressed by people with pet dragons at the Britain bank when I first played UO. I've never been super excited by gear in WoW, but certain things have inspired me. I don't think there is anything wrong with being inspired to set a goal and go after it. I agree with what you're saying for the most part. Leveling itself should be fun. From level 1 to level 105. I think for the most part gaining levels is fun - very dependent on which game - but people only see the last level and want to plow through everything in between. THAT is human nature. It obscures whether the game is really fun at lower levels because the conventional wisdom is that it sucks to be a noob. Title: Re: Tell me why RMT is any different from... Post by: waylander on January 01, 2008, 04:35:14 PM Has anyone seen this article? (http://playnoevil.com/serendipity/index.php?/archives/1818-Gold-Farming-+-RMT-+-Power-Leveling-+-PvP-+-Gambling-The-Most-Popular-Game-in-China-ZT-Online.html)
I guess we are whiney Americans and Raph is the poster boy now. Title: Re: Tell me why RMT is any different from... Post by: Ratman_tf on January 01, 2008, 04:47:12 PM Quote It took a non-gamer, Shi Yuzhu, an entrepreneur who made his first fortune marketing "vitamin tonic", A fool and his money... Title: Re: Tell me why RMT is any different from... Post by: Venkman on January 01, 2008, 05:49:30 PM Yea, was making the rounds this week. Traditional media catches up with reality years old. The only interesting thing I found about the whole thing was that the media company exposed the current owner of Zu during some enterprise he had a few years ago. Otherwise it was the usual fear-the-geeks label-it-counterculture crap. Sure took a whole lotta words to say it though.
Title: Re: Tell me why RMT is any different from... Post by: MaceVanHoffen on January 01, 2008, 10:59:52 PM Has anyone seen this article? (http://playnoevil.com/serendipity/index.php?/archives/1818-Gold-Farming-+-RMT-+-Power-Leveling-+-PvP-+-Gambling-The-Most-Popular-Game-in-China-ZT-Online.html) See, I don't have any problem with a game like that. It's designed from the ground up to take real money as part of the game play. Players know exactly what they're getting into, and an informed choice can be made. I certainly wouldn't play a game like that, but others might and more power to them. The key point is: Everyone knows that real money is part of your advancement right from the start, and it is part of the game's rules. I don't get the impression that Raph (or anyone else in this thread) thinks that advancement driven by real money in an online game is bad in principle. Real money trades become a thorny issue when affixed to an online game that is designed with and is advertised as in-game advancement for in-game rewards. Think what you will of typical MMO mechanics, problems result when players subvert the mechanics of any game, be it Checkers or WoW. Honestly, I think RMT is a red herring. The more fundamental problem is sidestepping the game rules, of which advancement and item acquisition are just two examples. Title: Re: Tell me why RMT is any different from... Post by: Kiste on January 02, 2008, 08:06:47 AM Entropia Universe has prioneered the fusion of online gambling and virtual worlds years ago, long before our Chinese friends were even aware of MMOs. You buy PED for real money, you use PED to buy equipment (which degrades with usage) that enables you to gradually earn back the PED you spent but most people end up with less than they started out with. But there's always a small chance to get some really phat lewts or a rich ore vein or whatever. There's a similar chance factor associated with crafting.
It's pretty much a slot machine remodeled as a virtual world, just slightly more predictable. You have a plastic cup full of quarters, you'll lose most of the time but there's always the occasional win that keeps you motivated and refills your plastic cup to some extend. There is a chance to strike it big but most people end up losing money. The plastic cup is your PED account. Entropia pushes pretty much the same psychologic buttons that slot machine gambling does, even though it's still a virtual world with an in-game market and social interaction and stuff. It's not that I mind MMOs using RMT as their business model but everything in Entropia has this distasteful patina of gambling. I wonder about the regulatory implications of such a business model. Title: Re: Tell me why RMT is any different from... Post by: Rendakor on January 02, 2008, 08:35:21 AM IIRC, there was an article on terranova some time ago about Entropia and some scandal. Will try to find it when I get to a computer.
Title: Re: Tell me why RMT is any different from... Post by: tmp on January 02, 2008, 08:47:32 AM See, I don't have any problem with a game like that. It's designed from the ground up to take real money as part of the game play. Players know exactly what they're getting into, and an informed choice can be made. I certainly wouldn't play a game like that, but others might and more power to them. The key point is: Everyone knows that real money is part of your advancement right from the start, and it is part of the game's rules. Don't know if you read the full article that described experience of one of the players, but there's hillarious bit in there. Namely, this game build from the ground up to draw money from players through RMT... at one point introduced the very mechanics suggested as way to combat RMT that spurred Raph's initial "zOMG you'd be killing what MMO is about with it" acrticle -- that is both items and gold being bound to players who acquired it. And that introduction was made because players were doing their own RMT, cutting into the company profits.I don't get the impression that Raph (or anyone else in this thread) thinks that advancement driven by real money in an online game is bad in principle. Real money trades become a thorny issue when affixed to an online game that is designed with and is advertised as in-game advancement for in-game rewards. Think what you will of typical MMO mechanics, problems result when players subvert the mechanics of any game, be it Checkers or WoW. Title: Re: Tell me why RMT is any different from... Post by: Venkman on January 02, 2008, 08:53:38 AM Slot machines are social too. You're usually sitting next to someone on another machine.
Title: Re: Tell me why RMT is any different from... Post by: Merusk on January 02, 2008, 09:01:48 AM Slot machines are social too. You're usually sitting next to someone on another machine. You've been to different casinos than I have. I get dirty looks for even smiling at the old woman/ man sitting there compulsively pushing the button, because I've broken their rhythm. Title: Re: Tell me why RMT is any different from... Post by: Venkman on January 02, 2008, 09:20:14 AM That was actually my point. People want you on their raid to help them get their gear. They don't want you to roll against them for it though :-)
"Social" is as vague as "fun". It can mean anything to anyone trying to make any point. Title: Re: Tell me why RMT is any different from... Post by: tazelbain on January 02, 2008, 09:22:58 AM "Social" is as vague as "fun". It can mean anything to anyone trying to make any point. Title: Re: Tell me why RMT is any different from... Post by: spiralyguy on January 09, 2008, 03:22:24 PM RMT's devalue the efforts and achievements of legitamate players. RMT's create an uneven playing field for people with different levels of disposable income.
I would never consider playing a game that supported RMT's, ever. Title: Re: Tell me why RMT is any different from... Post by: rattran on January 09, 2008, 03:32:11 PM On one side, we have :thumbs_up:
On the other we have :mob: Conclusion: :dead_horse: Title: Re: Tell me why RMT is any different from... Post by: Murgos on January 09, 2008, 03:35:03 PM I've discovered the perfect RMT item for my upcoming game. Everything is free but I'll charge by the packet. Even the billing. It's brilliant, you won't even be able to cancel without owing me money!
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