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 Thread (69 posts)
Talinguard  4/10/08 10:19:42 AM

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Novice Member

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Player accomplishment is relative to the chance of meaningful consequences in the event you loose.

 

Originally posted by vajuras

 


Originally posted by deviliscious
If the game itself made  then there would be no demand for it.

 

wisdom^^^^

 

 

How is that wisdom?  First, why implement a medium of exchange if it's going to be made useless?  If were talking about making gold in exsisting games useless, the only way to do that is to flood the market with huge amounts of gold, thus making it worthless.  If everyone in a game like WoW has 1 million gold (or whatever) no one will take gold in trade for items, why would you want more gold?  How would the auction house work?

Bartering is not a solution in a game like WoW.  You wanna see LoTR's numbers reach WoW's?  Enact a policy that floods WoW's markets with free money.....lol

If there is another way to make ".....buying gold a useless thing to do....." other than throwing gold out as a unity of money altogether let me know.

 

===========================
Presentation that defines the current state and limitations of the MMORPG economy.
http://show.zoho.com/public/talinguard/MMORPG%20economics1

Money is what you get when you have nothing to offer the person that has what you want.

Player skill: The ability to choose the correct action for a given situation and implement that action under certain time constraints.

zaxxon23  4/10/08 5:02:38 PM

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Every step taken to stop RMT further ruins the MMO genre.  That's the bottom line of the matter from my perspective.

 
deviliscious  4/10/08 5:21:49 PM

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Elite Member

Joined: 11/09/07
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"Adjusts ponytails and pulls the lollipop out of my mouth"

First off Though I may put scammers and merchants who do nothing in a game other than buy and resell in an uproar.. I think to keep a game fun for most the players is setting a pretermined price for every itme in game based on the difficulty to obtain it.. not supply and demand.  To sell items and buy items you sell the items to the store and get the cash immediately and buyers buy it from the store at the same price. There fore every person in the game gets a fair deal for their items. Now as for making  it useless to buy gold, instead of having you kill npc's for hours to obtain it or even doing  boring tasks you can have mini games where people earn xp, gold and items  such as fortress wars like you have to build the fortress and defend it and destroy the other teams fortress kind of thing and the higher the skills you have the more you can do and you obtain gold and items for doing that instead of  fighting boring monsters.  If the activities it takes to earn gold in the game are not boring than the demand to buy it will be less.  The focus on making gold  from boring tasks is the reason  why so many people buy it in the first place. Take all the boring junk out of the games  and not make it cost much to have real fun and that should solve the majority of the demand for it.

 
resonate6  4/10/08 6:58:29 PM

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I feel safer on a racetrack than I do on Houston''s freeways.

Originally posted by Adamantine

I dont think at all that companies would not get rid of it. They have no advantage from goldselling themselves. Quite on the contrary, because of the way goldsellers work, they suffer losses. For example, SOE recently reported they have to pay the banks MILLIONS PER MONTH thanks to goldsellers who work with illegal techniques.

 

Why do they have to pay banks millions per month?

 
Talinguard  4/10/08 10:19:26 PM

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Novice Member

Joined: 1/18/06
Posts: 370

Player accomplishment is relative to the chance of meaningful consequences in the event you loose.

Take all the boring junk out of the games  and not make it cost much to have real fun and that should solve the majority of the demand for it.

-------------------------------------------------------

You can't take all the boring junk out of games, if you did there wouldn't be anything left to do...

Define "real fun"?, please.

===========================
Presentation that defines the current state and limitations of the MMORPG economy.
http://show.zoho.com/public/talinguard/MMORPG%20economics1

Money is what you get when you have nothing to offer the person that has what you want.

Player skill: The ability to choose the correct action for a given situation and implement that action under certain time constraints.

Talinguard  4/10/08 10:21:13 PM

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Novice Member

Joined: 1/18/06
Posts: 370

Player accomplishment is relative to the chance of meaningful consequences in the event you loose.

Originally posted by zaxxon23

Every step taken to stop RMT further ruins the MMO genre.  That's the bottom line of the matter from my perspective.

There are creative ways to hinder gold sellers.  I would agree that artificial restrictions are not the answer.

===========================
Presentation that defines the current state and limitations of the MMORPG economy.
http://show.zoho.com/public/talinguard/MMORPG%20economics1

Money is what you get when you have nothing to offer the person that has what you want.

Player skill: The ability to choose the correct action for a given situation and implement that action under certain time constraints.

Talinguard  4/10/08 10:22:11 PM

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Novice Member

Joined: 1/18/06
Posts: 370

Player accomplishment is relative to the chance of meaningful consequences in the event you loose.

 

 

Why do they have to pay banks millions per month?

I thought about this one and I just left it alone, but since you asked I'm curious too.....

===========================
Presentation that defines the current state and limitations of the MMORPG economy.
http://show.zoho.com/public/talinguard/MMORPG%20economics1

Money is what you get when you have nothing to offer the person that has what you want.

Player skill: The ability to choose the correct action for a given situation and implement that action under certain time constraints.

deviliscious  4/11/08 10:08:02 AM

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Elite Member

Joined: 11/09/07
Posts: 1602

"Adjusts ponytails and pulls the lollipop out of my mouth"

what I mean by boring junk is the over involvement of  killing npc's , repetitious tasks that offer no stimulation.  If you took those out of the game and replaced them with ways to earn your $ in fun ways that keep you stimulated such as the fortress wars I suggested above. Look at the activities that people save up $  in order to do, now instead of requiring players to need all those supplies and $ to do those tasks make the games so you earn $ while doing those things so they can keep doing them instead of having to stop having fun to go make $ .. make it so they can keep having fun while they are earning it. like win or lose you still  have something to show for it. Paying people to fight other players would be a way to accomplish this and set the rewards higher if you win of course, but that way even the losers come out with something to make it worth their time. Take a look at the NFL, those players get paid to do what they enjoy, now if  in games you got paid with in game money to do what you enjoy than you certainly wouldn;t be out buying it from someone else .. you would want to earn it yourself.

 
Coman  4/11/08 10:22:31 AM

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Advanced Member

Joined: 8/29/04
Posts: 652

It will simply always be part of MMO's, especialy in the popular MMO's. Unless you change the concept of MMO's where items and money do not play a role or are simply easy to obtain. This would however mean that these MMO's can not contain any virtual economy.

What SoE did is the best solution I believe and that is by making special server where RTM is allowed, this would not remove the gold selling from other servers, but decrease it. Just waiting for the game where "personal" skills are more imported then the level and gear of an character. You can not buy "personal" skills from internet...well an guide maybe with tips and tricks :P

 

Samuraisword  4/11/08 10:30:14 AM