Sure, there's lots of ways to stop gold buying/selling... but the trade off is loss of game functionality and the removal of a living economy, one of the cornerstones of most MMO's. It makes better sense to follow Sony's approach and cut them off at the pass and sell it themselves.... only way to really control the flow into the economy...
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
If you don't do it I say your either loaded with cash or your a dumb4ss!
Or that you're a player!
Would never sell my babies! Never! They are MINES! 4ever!
To sell them, would be to act in a rational way, but what is rational with playing a character for over 1 year in-game time? Nothing rational there, everything is emotional, I am happy knowing that I can log them whenever I want! Silly? Maybe, but happy!
- "If I understand you well, you are telling me until next time. " - Ren
Sure, there's lots of ways to stop gold buying/selling... but the trade off is loss of game functionality and the removal of a living economy, one of the cornerstones of most MMO's. It makes better sense to follow Sony's approach and cut them off at the pass and sell it themselves.... only way to really control the flow into the economy...
CoV/CoH didn't lose game functionality, it is FUN to earn it! You could adds gear, tons of stuff or whatever, wouldn't change the fact that: IT IS FUN to get it, as opposed to how you have to earn it in the games which are plagued with IGE!
Now, you could make a game that is FUN and also sell the items yourself, that would crush IGE deeper and better even! IGE prosper if it isn't fun to get it, now can anyone tell me that getting BEST-loot in EQ was fun? No it wasn't. Now, if on top of been fun, you sell it yourself, you are completely screwing IGE before they can launch. If it isn't fun, than IGE will prosper, espcially if you're not offering it yourself.
PS: Despite my arguments, I have nothing against IGE and I will even pat them on the shoulders and encourage them, since they can only affect weak designs, and they affect it better than I could...so go hunts my "friends", plague designs which aren't fit for survival, you are creating better games in the long run.
- "If I understand you well, you are telling me until next time. " - Ren
One game already stoped farmers from completly destroying the economy and it was a new concept for most MMO's, the soulbound items. Im sure there are some developers smart enough to think of another system to combat gold farmers, at least to the point where they dont wreck the entire game economy. Also it would take a lot of money and resources of the company. Recently Blizzard has made selling their in game items and accounts on ebay illegal, it was a good step. Hopefully SOE follows the trend and makes some kind of effort. I realize ebay is a small problem because IGE still exists, but give it time, i still have hope their business will run out someday lol. MMO's will change eventually..................... right?
I'd love to hear what game that was and if you say any thing with over 100k customers I'll laugh in your face. Soulbound items do *not* stop selling of currency, they do *not* stop selling of accounts, they do not stop selling of items prior to the item getting soulbound, they don't stop power leveling services, hell-- they don't prevent pretty much anything.
I didint say soulbound items do not stop the selling of currency, but they make the currency less valuable and your game is not dependant on how much money you have. Sure people will still go to IGE, but the business they have for that game will be less then a traditional mmo that lets you trade all your items. The main point is, the economy is not screwed to the point where the players that pay for gold have the advantage.
Take guild wars for instance, i know what you are going to say, its not an mmo, but the game is based on earning skill points and exp, they are more valuable then gold because its all about your characters stats, his spec, and a little bit of skill and tweaking. The best weapons and armor can eventually be gotten by anyone, there is no reason for farmers to exist in that game.
Clearly its a very different game, but its proof that there are developers out there that think outside the box and we wont have to deal with typical mmo behavior of the richest player in game will always be more powerfull then you. Economy shouldint dictate skill, its a big problem these kind of games have to go away from.
------------------------------------------------------------------------------------------ Originally posted by Jerek_
I wonder if you honestly even believe what you type, or if you live in a made up world of facts. ------------------------------------------------------------------------------------------
I think currency buying/selling is here to stay regardless of what anyone does. There are ways to reduce it. Some ideas from Asheron's Call may help:
1) Make ALL looted items unique. That way, a certain price cannot be set for anything eliminating the demand for a certain item. Why pay ___ gold for something when I may loot something better tomorrow?
2) Make the best-of-the-best gear questable and no-trade. Help eliminate farmers of uber gear. This will also keep the game content from growing stale too quickly as you can't buy better gear than what the quests offer. (AC didn't use this idea and it made questable gear obsolete, as well as the quests to get them).
3) Make ALL items (except questable, no-trade gear) buyable/sellable through NPCs. Value will be set by the developers rather than players.
4) Make ALL items lootable. For better RPing, create enough humanoid foes to make the loot drops believable (looting a set of gauntlets off a rat is not really feasable).
5) Make gear "tweakable" so crafters can enhance the natural properties of gear, but not to exceed the parameters of questable gear. Make a 'good' item better, while keeping the quest-only items (and the quests) in high demand. (Again, AC allowed items to be 'tinkered' too high eliminating the demand for questable gear.)
6) Make loose level restrictions for gear. No one should have to buy all new gear ever 2-3 levels...that's just overkill IMO. Make weapon restrictions based on skill.
Those are just a few things I think would slow demand for buying currency. Most of these ideas were already part of Asheron's Call (except #2 and the humanoid part of #4). Money never became useless in AC as there was nothing that you couldn't get (one way or another) from the game currency. Most people (when I left the game) accepted Platinum Scarabs as currency. The price of plats has never changed and money was always easy to get. The lazy could buy plats off e-bay, but they were easy enough to get in game that it never really became a problem.
People may or may not agree with me, and I'm sure hardcore crafters won't like them, but I'm just tossing ideas in the air.
I think currency buying/selling is here to stay regardless of what anyone does. There are ways to reduce it. Some ideas from Asheron's Call may help: 1) Make ALL looted items unique. That way, a certain price cannot be set for anything eliminating the demand for a certain item. Why pay ___ gold for something when I may loot something better tomorrow? 2) Make the best-of-the-best gear questable and no-trade. Help eliminate farmers of uber gear. This will also keep the game content from growing stale too quickly as you can't buy better gear than what the quests offer. (AC didn't use this idea and it made questable gear obsolete, as well as the quests to get them). 3) Make ALL items (except questable, no-trade gear) buyable/sellable through NPCs. Value will be set by the developers rather than players. 4) Make ALL items lootable. For better RPing, create enough humanoid foes to make the loot drops believable (looting a set of gauntlets off a rat is not really feasable). 5) Make gear "tweakable" so crafters can enhance the natural properties of gear, but not to exceed the parameters of questable gear. Make a 'good' item better, while keeping the quest-only items (and the quests) in high demand. (Again, AC allowed items to be 'tinkered' too high eliminating the demand for questable gear.) 6) Make loose level restrictions for gear. No one should have to buy all new gear ever 2-3 levels...that's just overkill IMO. Make weapon restrictions based on skill. Those are just a few things I think would slow demand for buying currency. Most of these ideas were already part of Asheron's Call (except #2 and the humanoid part of #4). Money never became useless in AC as there was nothing that you couldn't get (one way or another) from the game currency. Most people (when I left the game) accepted Platinum Scarabs as currency. The price of plats has never changed and money was always easy to get. The lazy could buy plats off e-bay, but they were easy enough to get in game that it never really became a problem. People may or may not agree with me, and I'm sure hardcore crafters won't like them, but I'm just tossing ideas in the air.
I was just playing a few hours ago and the GM yellow writing came on and said. We will not tolarate gold farmer's in vanguard and dont want this type of player in our game . Than said the characters name and that he was banned for soliciting the sale of gold guess he tryed to sell people gold in game got reported and banned on the spot , good for them lol Am on Florendyl RP server
Originally posted by Sceptix I didint say soulbound items do not stop the selling of currency, but they make the currency less valuable and your game is not dependant on how much money you have. Sure people will still go to IGE, but the business they have for that game will be less then a traditional mmo that lets you trade all your items. The main point is, the economy is not screwed to the point where the players that pay for gold have the advantage.
Actually, no. I play EQ2, the guild i'm part of is a family guild and no one could care if someone else buys money. I know several people have. If you think it doesn't make a difference to be able to buy ALL master1/adept3, all rare versions of armor/weapons, have the fastest horses, unlimited tradeskill components for leveling, and the best of the best food and potions... you've never played the game. It makes a *massive difference*. Like a 2-3x exp rate difference.
Originally posted by Sceptix Take guild wars for instance, i know what you are going to say, its not an mmo, but the game is based on earning skill points and exp, they are more valuable then gold because its all about your characters stats, his spec, and a little bit of skill and tweaking. The best weapons and armor can eventually be gotten by anyone, there is no reason for farmers to exist in that game.
IMO guild wars IS a mmo. Farmers are functionally useless in guild wars for another reason... you can buy all the skills, abilities, armor, etc... right in the guild wars store... the only thing you CAN'T get there is money... and from what I hear they do a fair business in selling cash in guild wars.
Originally posted by Sceptix Clearly its a very different game, but its proof that there are developers out there that think outside the box and we wont have to deal with typical mmo behavior of the richest player in game will always be more powerfull then you. Economy shouldint dictate skill, its a big problem these kind of games have to go away from.
Thats a very idealistic outlook. You'll be jaded soon enough, I don't need to convince you. The developers did NOT think outside the box at all in all honesty. Don't confuse innovation with refinement. He with money & time > less time & less money... vanguard will be no different.
Comments
Sure, there's lots of ways to stop gold buying/selling... but the trade off is loss of game functionality and the removal of a living economy, one of the cornerstones of most MMO's. It makes better sense to follow Sony's approach and cut them off at the pass and sell it themselves.... only way to really control the flow into the economy...
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Or that you're a player!
Would never sell my babies! Never! They are MINES! 4ever!
To sell them, would be to act in a rational way, but what is rational with playing a character for over 1 year in-game time? Nothing rational there, everything is emotional, I am happy knowing that I can log them whenever I want! Silly? Maybe, but happy!
- "If I understand you well, you are telling me until next time. " - Ren
CoV/CoH didn't lose game functionality, it is FUN to earn it! You could adds gear, tons of stuff or whatever, wouldn't change the fact that: IT IS FUN to get it, as opposed to how you have to earn it in the games which are plagued with IGE!
Now, you could make a game that is FUN and also sell the items yourself, that would crush IGE deeper and better even! IGE prosper if it isn't fun to get it, now can anyone tell me that getting BEST-loot in EQ was fun? No it wasn't. Now, if on top of been fun, you sell it yourself, you are completely screwing IGE before they can launch. If it isn't fun, than IGE will prosper, espcially if you're not offering it yourself.
PS: Despite my arguments, I have nothing against IGE and I will even pat them on the shoulders and encourage them, since they can only affect weak designs, and they affect it better than I could...so go hunts my "friends", plague designs which aren't fit for survival, you are creating better games in the long run.
- "If I understand you well, you are telling me until next time. " - Ren
First they need to make it a game.
R.I.P Chikaca Whachuchu
I didint say soulbound items do not stop the selling of currency, but they make the currency less valuable and your game is not dependant on how much money you have. Sure people will still go to IGE, but the business they have for that game will be less then a traditional mmo that lets you trade all your items. The main point is, the economy is not screwed to the point where the players that pay for gold have the advantage.
Take guild wars for instance, i know what you are going to say, its not an mmo, but the game is based on earning skill points and exp, they are more valuable then gold because its all about your characters stats, his spec, and a little bit of skill and tweaking. The best weapons and armor can eventually be gotten by anyone, there is no reason for farmers to exist in that game.
Clearly its a very different game, but its proof that there are developers out there that think outside the box and we wont have to deal with typical mmo behavior of the richest player in game will always be more powerfull then you. Economy shouldint dictate skill, its a big problem these kind of games have to go away from.
Are these the current prices, really?
Are they buying?
------------------------------------------------------------------------------------------
Originally posted by Jerek_
I wonder if you honestly even believe what you type, or if you live in a made up world of facts.
------------------------------------------------------------------------------------------
I think currency buying/selling is here to stay regardless of what anyone does. There are ways to reduce it. Some ideas from Asheron's Call may help:
1) Make ALL looted items unique. That way, a certain price cannot be set for anything eliminating the demand for a certain item. Why pay ___ gold for something when I may loot something better tomorrow?
2) Make the best-of-the-best gear questable and no-trade. Help eliminate farmers of uber gear. This will also keep the game content from growing stale too quickly as you can't buy better gear than what the quests offer. (AC didn't use this idea and it made questable gear obsolete, as well as the quests to get them).
3) Make ALL items (except questable, no-trade gear) buyable/sellable through NPCs. Value will be set by the developers rather than players.
4) Make ALL items lootable. For better RPing, create enough humanoid foes to make the loot drops believable (looting a set of gauntlets off a rat is not really feasable).
5) Make gear "tweakable" so crafters can enhance the natural properties of gear, but not to exceed the parameters of questable gear. Make a 'good' item better, while keeping the quest-only items (and the quests) in high demand. (Again, AC allowed items to be 'tinkered' too high eliminating the demand for questable gear.)
6) Make loose level restrictions for gear. No one should have to buy all new gear ever 2-3 levels...that's just overkill IMO. Make weapon restrictions based on skill.
Those are just a few things I think would slow demand for buying currency. Most of these ideas were already part of Asheron's Call (except #2 and the humanoid part of #4). Money never became useless in AC as there was nothing that you couldn't get (one way or another) from the game currency. Most people (when I left the game) accepted Platinum Scarabs as currency. The price of plats has never changed and money was always easy to get. The lazy could buy plats off e-bay, but they were easy enough to get in game that it never really became a problem.
People may or may not agree with me, and I'm sure hardcore crafters won't like them, but I'm just tossing ideas in the air.
Actually, no. I play EQ2, the guild i'm part of is a family guild and no one could care if someone else buys money. I know several people have. If you think it doesn't make a difference to be able to buy ALL master1/adept3, all rare versions of armor/weapons, have the fastest horses, unlimited tradeskill components for leveling, and the best of the best food and potions... you've never played the game. It makes a *massive difference*. Like a 2-3x exp rate difference.
IMO guild wars IS a mmo. Farmers are functionally useless in guild wars for another reason... you can buy all the skills, abilities, armor, etc... right in the guild wars store... the only thing you CAN'T get there is money... and from what I hear they do a fair business in selling cash in guild wars.
Thats a very idealistic outlook. You'll be jaded soon enough, I don't need to convince you. The developers did NOT think outside the box at all in all honesty. Don't confuse innovation with refinement. He with money & time > less time & less money... vanguard will be no different.
Shadus