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The Life of the Chinese Gold Farmer
Posted by
Zonk
on Mon Jun 18, 2007 01:02 PM
from the no-glam-no-fun dept.
from the no-glam-no-fun dept.
An anonymous reader writes "This weekend's New York Times Magazine puts a human face to the 'gold farming' profession. Virtual world economist Julian Dibbell travels to Nanjing, China, for a look at the working conditions and first-hand experience of farming gold from virtual monsters as a way to make a living. From the article: 'At the end of each shift, Li reports the night's haul to his supervisor, and at the end of the week, he, like his nine co-workers, will be paid in full. For every 100 gold coins he gathers, Li makes 10 yuan, or about $1.25, earning an effective wage of 30 cents an hour, more or less. The boss, in turn, receives $3 or more when he sells those same coins to an online retailer, who will sell them to the final customer (an American or European player) for as much as $20. The small commercial space Li and his colleagues work in -- two rooms, one for the workers and another for the supervisor -- along with a rudimentary workers' dorm, a half-hour's bus ride away, are the entire physical plant of this modest $80,000-a-year business.'"
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In-Game Gold Farming a $500M Industry 201 comments
SpuriousLogic brings us this excerpt from a BBC report:
"Prof. Heeks said very accurate figures for the size of the gold farming sector were hard to come by, but his work suggested that in 2008 it employs 400,000 people who earn an average of $145 (£77) per month creating a global market worth about $500m. ... Already, he said, gold farming was comparable in size to India's outsourcing industry. 'The Indian software employment figure probably crossed the 400,000 mark in 2004 and is now closer to 900,000,' said Prof Heeks. 'Nonetheless, the two are still comparable in employment size, yet not at all in terms of profile.' Prof Heeks suspects gold-farming might be an early example of the 'virtual offshoring' likely to become more prevalent as people spend more time working and playing in cyberspace. "
We discussed the life of a gold farmer last year.
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i look at it this way (Score:4, Insightful)
furthermore, what is good about gold farming? well, some guy in china is actually feeding himself on the effort. this matters a whole hell of a lot more than some stupid game and the feelings of the players of that game in my book. real life survival is a whole hell of a lot more important than the romance of a MMORPG
so i vote: gold farming is fine by me
Military commissions (Score:3, Interesting)
Why does this bother you that rich folks can pay to play. Why should they not if they can? It's the way of the world and always h
Re:Military commissions (Score:5, Insightful)
That general point is true of more trivial activities, like games; if you destroy the meritocratic aspects in favor of pay-to-play (really, pay-to-advance; you already have to pay to play!) then you'll end up with a worse result, in most cases, overall. The difference due to putting people with either less skill, or less interest, in higher positions than they would otherwise occupy.
Parent
Time is Money (Score:5, Interesting)
What about people with less time?
I quit MMORPGs after Everquest almost helped me flunk out of college. I played the highest level character on the server. It was exhilarating; people wrote fan-fiction about my character, people I didn't even know. They would travel across the world to buy my wares--always the finest available on the server. I set the prices and controlled the economy. It was a lot of fun. Also: when I wasn't sleeping (3-4 hours a night), I was playing. It took literally 18-21 hours per day to stay "on top."
I know MMORPGs have changed a lot, but so have I. Several times since graduating I have seriously considered picking MMORPGs back up. But "serious" players basically have a part-time (or full-time!) job playing the game. The main thing holding me back at this point is that I will never again allow myself to be a "serious" player.
Time is money, money is time... you can, in the real world, usually buy one for large quantities of the other. The "for pay" model is problematic in real life for a lot of reasons, not just because someone doesn't "deserve" what they get but because good ideas can (and are) often buried under piles of money. But in a game, what's the difference? You think because you devote 40 hours a week, you deserve to have more fun than a subscriber who can't find a good group because he only plays 4 hours every Saturday? Because the economy and society on the server makes it impossible for casual players to ever see high-end gear or end-game content?
I've thought a lot about this, because I absolutely do not believe that the real-life purchase of political positions or military commissions is right or proper. But in a game, I don't see how letting someone invest their money while you're investing your time is an imbalance. I don't think those who invest extra money should have access to better content, necessarily, but maybe if I could spend a few extra dollars to have as much fun as those who spend a few extra hours, I would get back into the MMORPG scene. I have the interest and I have the skill, but I don't have the time, so for the moment, the only multiplayer games for me are on my console, with my opponents sitting on my couch.
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Blame the game! (Score:5, Insightful)
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The disconnect is there because people want it. (Score:5, Interesting)
That may not be everyone's idea of a good time. It certainly is for some people, as the success of Everquest and WoW has demonstrated. But it's probably not yours, and it's not really mine, either. (I had fun playing WoW for a while, but it's just too damn slow to keep me interested.) But that's the game. That's how it's designed. And that's what a great many of the people who are playing it, are playing it for.
People play MMORPGs because they want to escape reality; they want a world that's disconnected from how much money they make in their day job (and, thus, how valuable their time might be). They want a place where the $12/hr UPS package handler can beat the shit out of the $650/hr attorney, if he can play the game enough, gather enough widgets, go on more quests, whatever. That's the whole point of the game. If you reintroduce a way to capitalize on real-life success within the context of the game, it stops being a game anymore, and instead just becomes a pastel-colored extension of real life.
There is room -- and probably, demand -- for 'games' that take different approaches on the amount of disconnection that they demand from the physical world. I think fantasy worlds like WoW are on the more disconnected end of the spectrum, and I'm not sure that there's any inherent unfairness in making it entirely meritocratic and letting people decide how much of their real-life time they're going to invest in advancement. On the other end, or more towards the other end anyway, you have Second Life type places, which have currency that's exchangable to real-life currencies on the open market. If you're rich in real life, you can be rich in Second Life, too -- from a certain point of view, you already are, in the same way that you'd be rich in any other country, subject to cost-of-living and exchange rates. There's no inherent unfairness in this, either, because it allows people to "play" SL more casually than WoW: if you have a successful RL occupation, you can spend your time doing that, and use the money you make there to buy nice stuff in SL, you don't have to spend 20-hour days questing to get mods.
Neither of these approaches is objectively better than either, at least in any way that I can really see or argue. (I suppose you could argue, depending on your feelings of the inherent fairness of our capitalist real-life economy and labor market, that the WoW one is a purer meritocracy, though.) They each have their strengths and weaknesses, and if you don't like the design of one, rather than trying to subvert the rules and "break the fourth wall" that's so carefully constructed (and desired, desperately, by many people who play them) in some online worlds, it's probably best to find an online world that's designed to be less disconnected from that giant MMORPG called Real Life.
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Re:Time is Money (Score:5, Informative)
Sony did a white paper on the Station Exchange economy [raphkoster.com] which noted that the largest sellers were 22-year-olds (who have plenty of time but not a lot of money) and the largest buyers were age 34. These older players have more money than time, and that fact drives the demand side of the virtual economy, creating a sustainable market for both power-leveling and game accounts.
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Re:Military commissions (Score:5, Informative)
Always has been? You might learn a little bit about the history you misquote so freely.
Setting aside the use of influence and nepotism (which are fraternal - not identical, twins of outright purchase)...
Persons of wealth buying the positions (in the Church and in the Armed Services) isn't something that happened (or happens) in tribal societies - nor (in the Western) world does it happen today. (It was largely wiped out in the late 1800's to early 1900's.) It was rare in feudal Japan and virtually nonexistent in classical China. It was extremely rare in classical Greece and semi-common only in later period Rome. In fact in the Western world - the practice was only widespread from late medieval times to early modern times.
Or in short, no - it's not commonly the way of the world nor has it always been.
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Re:Military commissions (Score:5, Insightful)
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Re:Military commissions (Score:4, Informative)
Actually it was not rare towards the end of the Tokugawa era for wealthy merchants to pay for Samurai to adopt them in order to gain that class status. (Actually to be fair, General Hideyoshi tried to get a descendant of the Shogun to adopt him even though he was older than the descendant so he could gain the official title for himself, but the descendant would not and he had to settle for a lesser title)
Although, by the end of the Tokugawa era, most Samurai had no true formal military training (and sometimes no swordship training either) and lived from hand outs from their feudal lord patron so were often more than happy to adopt anyone willing to foot the bill.
Parent
Re:Military commissions (Score:5, Insightful)
Thing is, see, this isn't the world. Its a game. Games have always been distorted to an extent by financial interests, but games always *resist* this distortion. In theory the fastest man wins the 100 yard dash, not the richest, the best chess player wins the tournament, not the richest, etc.
Sure these players use their wealth to their advantage. They don't have to work other jobs, they can hire coaches, and personal trainers etc... but on the PLAYING FIELD, its just them. That is part of the appeal of games.
Nobody wants to play a game that simply rolls over to rich folks paying for *in-game* advantages. Its one thing to buy books about the game, hire someone to learn to be a better player, buy a faster computer, or to have enough money not to need to work so you can spend more time playing the game. Its something else to just buy advantages INSIDE the game.
In chess for example, no matter how much wealth you've expended in honing your ability to play the game itself you still can't drop a thousand bucks in someones pocket and add another queen to your side. Its simply against the rules. And that's all a game is -- a set of arbitrary rules. If you disregard the rules there is no point to playing the game.
If you want to disregard some of the rules, that's a different game. And its ok to play different games under any rules you want, but if you are playing the game with someone else, you can't just decide to which rules you want to ignore mid-stream whether they want to or not.
In other words, if you want to play games that let you buy your in game items, fine, find or start a game that allows it and play it. But don't play games that don't allow it and then break the rules.
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Re:there are 2 forms of acceptance (Score:4, Informative)
A cynic may ascribe the worst motivations to the actions of others, and may decry those actions -- but acceptance of them is antithetical to the cynical mind.
Sorry to get off on a tangent there, but as a proud cynic, I sometimes take it personally when people use the term to refer to a defeatist.
Parent
Re:there are 2 forms of acceptance (Score:5, Interesting)
What is exactly wrong with him paying someone else to do this for him? To gain gold for him? To level a character for him?
I mean are maids immoral to have now as well? House cleaners that come in once a weak? Gas station attendants? Car mechanics? Computer repairman? Lawyers? Accountans? Cooks? All of them are paid to do a task which someone else could do but for various reasons chooses to "outsource".
Parent
Re:there are 2 forms of acceptance (Score:5, Interesting)
I wouldn't say there's anything wrong with it necessarily, but if that's the case he should probably find a game that's better suited to his interests. Paying someone else to perform what is supposed to be a leisure activity, because one finds a large portion of the game to be tedious seems like the height of stupidity.
Find something to play that's actually fun, instead.
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Re:there are 2 forms of acceptance (Score:4, Insightful)
The 22 hours I put into getting my "jboots" was just a pointless and artificial limit to slow the rate jboots entered the game. People who could play 12 hours at a stretch got jboots in about 11 hours-- those of us who played shorter periods often took longer to get the same rewards.
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Re:um (Score:4, Funny)
if a rich guy buys a +5 sword of icefarting in WoW, or whatever, who fucking cares
"Are there any Orcs around? Because my dagger is +10 against Orcs."
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Re:there are 2 forms of acceptance (Score:5, Interesting)
For example.
Paying 70 million in salary for a team that usually beats other teams is acceptable.
But going the next logical step and selling "successful bat swings" destroys the illusion.
The gross mockery of baseball that has 70 million dollar "aces" pretending to be equals of a 4 million dollar team of 3rd stringers (yet winning year after year) still has just enough illusion left of the original game.
Likewise-- buying gold is okay and buying an experienced but used character is okay. However, the day Sony or Blizzard puts a price of $10 per level and a formal price on all items and expansion/zone flags then they will destroy the illusion.
What is the point of just giving Sony $850 and then saying "I win". The rich people NEED hordes of poor people playing the hard way to get the good feeling that justifies paying that much money to "win" and play.
put another way
What family would play monopoly when you could buy a thousand dollars in the game for a dollar. The parents could win any game because they have more money.
It's not a fair game when you let people buy a winning position.
---
Another example... because of this money issue many real world games have limits. For example: in nascar, the track has a right to buy the winning car for a set price (so you better not spend more than that set price) and in drag car racing, there is a maximum speed you can run (890 class is 8.9 seconds). Only in the 'unlimited' class can you spend any amount of money.
What we "890" game players want is a level playing field.
Unfortunately... you still have the 80 hour a week players-- so what I want is a game where you can't buy a position or gold and where you can't play more than a certain number of hours per week. ("This is the 20 hour a week server-- all players on this server are limited to 20 hours a week" "This is the 30 hour a week server".. etc.
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Re:there are 2 forms of acceptance (Score:4, Insightful)
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Re:i look at it this way (Score:5, Insightful)
Who, really, is getting hurt by gold-farming? I mean, we're talking about a game, after all. And it's not even a game with PRIZES. It's not even a game you can WIN. What could the gold farmers possibly be taking away from other players, besides time? Time which they are spending on a GAME that they aren't obligated to play.
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The only way to win WoW (Score:5, Insightful)
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Re:i look at it this way (Score:5, Insightful)
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Re:i look at it this way (Score:4, Funny)
For the most part, they use them to get something to show off their "e-peen".
If that's all it is, why not allow players to purchase a literal e-peen. For $20, your night elf has a conspicuous bulge in his/her pants.
Parent
Re:Time is money friend. (Score:5, Funny)
No, because the person buying a Ferrari bought it to drive it, not clean it. Presumably if you pay to play a game, you're paying to play the game. Paying someone else to play a game for you is bordering on absurd. It would be like buying a Ferrari and paying someone else to dress up as you and drive it around town in your place.
What about the person who has someone else swim in their pool?
"Who's that swimming in your pool, Bob?"
"Oh, that's my pool boy. I don't have time to swim in it myself so I pay this Chinese guy to swim in it for $.30 an hour. Pretty cheap compared using my much more valuable time to do it."
"Gee, Bob, don't you think it is kind of silly to own a pool, not use it yourself *and* pay someone else to use it? I mean, shouldn't your pool boy be paying you for the privilege of swimmin in it?"
"Privilege? Swimming is a lot of work. My time is money. Swimming in that pool would actually be a loss of money above and beyond the cost of purchasing and maintaining it. It is much cheaper to pay my pool boy to do it."
"Then why'd you buy a pool then, Bob?"
"Because the pool looks good in my back yard and having someone swimming in it makes me seem more active to my neighbors. Did you notice that the Chinese guy kinda looks like me from a distance?"
"Oh."
Our friend Bob likes to sit around the pool and watch the pool boy swimming.
-matthew
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Re:i look at it this way (Score:5, Insightful)
Who, really, is getting hurt by gold-farming? I mean, we're talking about a game, after all. And it's not even a game with PRIZES. It's not even a game you can WIN. What could the gold farmers possibly be taking away from other players, besides time? Time which they are spending on a GAME that they aren't obligated to play.
There is much more than meets the eye about the negative effects of gold farming.
In MMO games there is a lot of space shared by players. If player X is killing mobs in the same area as me, we'll have to share or fight for spawns, that's fine if we both use ingame tools. Now enter gold farmer with bots, insane knowledge of spawn patterns and times, and you won't find mobs to kill. In WoW for example, you can go around in zones and mine ore for your weapon that you want to craft as a blacksmith. Good luck, gold farmers are on ore veins the moment they appear. Gold farmers make it nearly impossible in many cases for legitimate players to collect items/resources/gold for themselves because gold farmers can (and do) monopolize entire regions of the game. People who played WoW can surely remember zones like Tyr's Hand being perma camped 24h a day by gold farmers.
Also, every time an exploit or bug is found, gold farmers exploit it massively and force the game company to bring down servers and fix them causing downtime for players. Not to mention you can kiss the game economy good bye. How many games have had their economy ruined because of gold farmers. Gold farmers abusing bugs/exploits not just flood the economy, they have no problems in griefing players (Final Fantasy Online) and monopolizing game content (WoW). Even if they get banned, they are back operating within hours. To them a ban from game is the cost of doing business, just like Microsoft and lawsuits against it.
And finally, in game currency can be used to gain advantage in PvP (buying gear, potions, consumables). PvP is competitive, maybe you don't care because it's a "game" but some people care because they want a leveled playing field. You know, having a game that's fair and fun
Gold farmers are a cancer to MMO games. Some people might not care, but these people negatively impact everyone's enjoyment of the game, be it because they destroy economies or hack or monopolize content. It's not healthy for games.
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Re:i look at it this way (Score:4, Interesting)
Which is why the leveling system itself is the carcinogen.
Gold farming is a sign of a broken game that allows too much disparities in levels and lack of skill being used for game play. When all game play on MMOs is time sinks, then the developers see all problems as "not enough time sinks".
The Diku mud style of play doesn't work well for server with more than 100 players and the model is completely broken when you scale to games like WoW.
The only MMO that got it right the first time was Ultima Online.
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Re:i look at it this way (Score:4, Interesting)
Even if the money input into a game is the same, the amount of time a person plays is not. The college kid who can spend 70 hours a week playing WoW is -not- equal to the guy with 3 kids and a wife, and 2 jobs. Oddly enough, the very same process that you say makes the game unfair would make the game more fair for him.
I'm the guy with the kids and the wife who plays WoW. I'm never going to be in a high-end raiding guild or a top-ranked arena team. I've accepted that and moved on, while still having fun playing the game and living vicariously through videos downloaded from warcraftmovies.com. The people who buy gold to get epic gear aren't going to be in a high-end raiding guild or a top-ranked arena team either. They are just kidding themselves and helping wreck the server economy in the process.
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Re:i look at it this way (Score:5, Insightful)
I think of it this way: a rich guy buys a top-of-the-line $5000 Digital SLR camera, and then he takes fifteen snapshots of his beagle, and doesn't really scream when his silver-spoon daughter drops it down the country club's marble terrace staircase a couple months later. The guy was a boor when he showed off this camera to his friend, who busted his ass to get through photojournalism school with a $500 camera. The guy was a boor when he recounted the complete "horror" story of how the insurance company denied his claim for full replacement. But you know he'll buy another $5000 camera when that beagle has her pups.
How has this honestly changed the profession of photography? His friend probably felt uncomfortable with the rich man's effortless and pointless consumerism, but his friend wasn't actually denied other opportunities when it came right down to it.
The MMORPG is a smaller economy but it works the same way. The real issue is the design of that game, and whether it can withstand such tilted gamesmanship. If the gold farmers or the insta-knighthood characters are really clogging up the playground by camping at all the spawn points and inflating the price of dragon eyeballs, then I would point to the playground designers, not the farmers and not the insta-knights.
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Re:i look at it this way (Score:4, Insightful)
The boor with the $5000 camera is in no way competing with the up-and-coming professional with his $500 camera. So sure - there's no impact to the profession. Moot point.
I agree to a large extent. Good game design goes a long way. However, ultimately you have to deal with the very nature of the game. At some point you have to allow for rewarding luck and (to a larger extent) time with some sort of gains. If you want to maintain a social structure... you have to allow for trading of some form of token. As soon as you do these two things, you'll have individuals looking for a short-cut and a market willing to supply them with one. Once that shortcut involves influences outside the game, then are you really playing the game any more? Or are you simply cheating?
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Re:i look at it this way (Score:5, Funny)
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and... (Score:3, Insightful)
increase the spam 100%, decrease the game experience 100% for regular players, etc.
i am completely unmoved
why?
just one, just ONE guy who is FEEDING himself on a gold farming effort is a whole HELL of a lot more important to me than 100,000 rich kids leading idle pointless lives playing a stupid computer game
and you ARE rich, by ANY world standard if you have ANY time to play WoW for leisure
so frankly, i couldn't care one fucking tiny bit out of any of the
A sad state of affairs (Score:5, Funny)
They've built a mom's basement in China where they can all do it better for half the price. Even geeks aren't immune from outsourcing.
If any of you have access to good prices for bulk tissue and lotion, I have a great idea for the next activity to outsource to China. Access to a tiled area with good drainage a must.
Internet commerce, but 90% goes to middlemen. (Score:5, Insightful)
Re:Internet commerce, but 90% goes to middlemen. (Score:5, Funny)
"This is Chang Lee. He helped bring this WoW gold to your local store. He works over 12 hours a day, part of which pays back the microloan he used to purchase the lvl 20 paladin he uses to harvest gold..."
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Putting things in perspective (Score:5, Informative)
Sounds like a great deal for us Westerners... (Score:5, Insightful)
As for Li, it sounds like a good place to start also. It's a new market, and in all new markets people have to work for peas (or less) to until the market breaks open. We might see Li running his own show in 5 years (or we may not).
Until then, he gets to work indoors, on a computer, smoke as much as he wants (try that in the US!), and learn a skill that some may consider mundane, but shows a helluva lot of marketability with a longterm and bright future. Now it sounds like a win-win situation.
Very hard to imagine (Score:5, Insightful)
No problems here (Score:4, Insightful)
One thing gold farming does is exploit a weakness in a games economic system. Which can introduce imbalance through inflation. But this is countered somewhat because NPCs don't participate in the free market and have (generally) fixed pricing. But the price for things you can't buy from an NPC just sky rockets as the gold farming persists. the buying power of your gold will just keep going down as long as it is easy to get. just shell out the price of two months subscription and you are set for a good deal of time on gold, at least for normal in-game purchases.
The lesson here is an obvious one (Score:5, Insightful)
You need to hire your own Chinese guys to farm gold for you! There's a 1600% markup on Chinese gold, if you go through the retailer.
Living wage in China? (Score:4, Informative)
-Rick
"Living Wage" is bogus and must die (Score:4, Interesting)
The notion of a "living wage" is completely bogus and here is way.
Living according to what kind of lifestyle?
That question is left out. Instead, it is merely assumed that a certain "comfortable" lifestyle will be attained. But what, exactly is "comfortable"?
There is an interesting series in the travel section of my local newspaper about an American female expat living in Buenos Aires, Argentina. She makes a "living wage" working there. This week, she detailed the things that she dislikes about the city (next week she will list the things that she likes about living there). One of the things that she dislikes is that ATM machines don't always have money, don't always give you all the money you asked for (even if there is money in your account), and Buenos Aires is still almost a completely cash-based city. What this meant for her is that she had to visit a series of ATM machines at odd hours every single day, gathering up only small amounts of money at a time, in order to gether up enough money to pay her rent. The task of "gathering up rent money" from scattered ATMs all across town became part of her daily routine. Do you think this would hamper your lifestyle if you're used to living the the USA or in Europe where cash-on-demand is a no-brainer?
That is but one example among countless other ways to measure the value of one's own lifestyle. The fact that Americans are so fat is merely evidence that they have buttloads of free time (due to not having to spend their time on frustrating, mundane tasks) combined with an abundance of food (not to mention little knowledge of good eating). Keep in mind that the majority of overweight and obese persons in the United States are described as "living in poverty". The more wealthy you get in the USA, the thinner you get, statistically speaking. Is that weird? Not at all. It's just that our notions of "poverty" and "abundance" need to be reexamined, particularly in light of the notion of wealth envy. I.e., "I'm poor because I don't have as much stuff as my next-door neighbor!"
An interesting exit question: what are the demographics of the anarchist movement in the USA?
Demographics fascinate me
Parent
Obligatory Hap Hap! (Score:3, Funny)
My two copper. (Score:3, Insightful)
Oppertunity for pro-poor development (Score:5, Insightful)
Gold-farming isn't going away, but at least it could be a positive social force, fighting global inequality while building IT capacity in the developing world. As it is, most of the money is going to middlemen. But the product is virtual, and we can bring farmers to markets at potentially no cost. If 100 gold (or whatever the unit) retails for $20 in the west, then let's transfer that money into technology cooperatives in developing countries, who use their non-gaming hours to provide email, web access and other vital resources to their communities. Wouldn't you rather buy 'gold' from a fair trade source? Given the enormous markup, it might even lower prices. And here's the kicker: A community center could have kids playing for free in exchange for donating "gold" to pay the bills. Along the way, maybe they take attend a class on HTML programming, and start thinking more like IT professionals than farmers. Suddenly buying "gold" starts feeling a lot less exploitive.
So have at it:
1) We need a web portal to connect buyers and sellers directly. Can ebay do it? If not, how?
2) We need to explore a certification model, such as TransFair USA's fair trade certified produce.
3) We need a start-up information kit with instruction on how to open a community technology center (such as Room to Read's), but financed by gold farming.
4) We need a micro-credit source to pay for hardware and software.
5) We need a marketing movement within the gaming community.
The 'web portals' exist already (Score:3, Interesting)
why are we making gameplay so laborious (Score:5, Insightful)
So it would seem (Score:3, Interesting)
This article makes me want to, more than any other solution, reach an open-ended agreement with a single farmer to provide me with full-time farming services in exchange for a much-closer-to-retail rate. Figure a target of eight-hour workdays, flextime (since I don't care when they farm up cloth, leather, ores, gold, signets, etc. for me), for 2-3 times what they're making. I'll even pay for the account. Just a steady stream of all the treadmill shit that is in the way of the actual fun part of the game. They get a closer-to-living-wage, IGE goes out of business, I get pretty purples. Everyone wins.
So... anyone speak cantonese or mandarin? Or failing that, any off-duty farmers (of any nationality) speak english and read slashdot comments?
Re:Cost of living? (Score:4, Interesting)
Parent
Re:100 gold coins for $1.25... (Score:5, Informative)
1g = 100silver = 10,000 copper
When you start. You start with copper coins.
Your mount at level 40 costs ~100g.
Your mount at level 60 costs ~600g.
Your mount at level 70 costs ~1000g.
Your fast mount at level 70 costs ~6000g.
6000g = 60,000,000 copper
The game is designed with a rudimentary economy that despite the unlimited gold from killing things is designed to eat up money for repairs and other equipment costs. It is easy to spend all your money on shiny objects.
Top end quests are worth 10-20g for completing.
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Re:Wages misrepresented? (Score:5, Funny)
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Re:brought to you by ... (Score:4, Interesting)
getting a winrate better than 1.25/hour is trivial. you could do it playing 2 tables of
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