Square-Enix Bans Over 800 FFXI Accounts 110
wpoitras writes "It appears that Square-Enix is striking back at Gil Sellers in Final Fantasy Online. After what appeared to be an unscheduled server outtage, many players were kicked from the game. It doesn't actually mention gil sellers, but its pretty well accepted that monopolizing NM spawns is mostly done by gil sellers."
uhh (Score:5, Funny)
You do realize you're talking gibberish, right?
Re:uhh (Score:3, Funny)
Re:uhh (Score:3, Informative)
NM = rare monsters that appear every so often (anywhere from 1 to 24 real life hours, a couple may take even a few real life days to appear) that drops rare items worth a lot of gil
Re:uhh (Score:2)
Re:uhh (Score:1)
Re:uhh (Score:4, Informative)
It doesn't actually mention [people who horde game money and then sell it for real money, on ebay, etc], but it's pretty well accepted that [people who, in the game, monopolize a perticular spot (not allowing anyone else there) to kill monsters that drop a lot of gil (game money) are gil sellers (people who sell game money for real money)].
Does that make any more sense now?
gil = game money
gil sellers = people who sell game money for real money
NM spawns = monsters that drop a lot of gil
Re:uhh (Score:3, Informative)
Silly (Score:4, Interesting)
And even worse, they wrote into their TOS that you can not camp any spawns or they can cancel your account.
Static Spawn = Spawn Camping = Spawn Greifing.
Re:Silly (Score:2)
Re: (Score:3, Interesting)
Re:Silly (Score:3, Insightful)
Now we get to the real issue, and what should be in the TOS. All this talk of camping is moot.
Re: (Score:2)
About your sig (Score:1)
Re:Silly (Score:2)
Re:Silly (Score:5, Interesting)
The main issue is that a few players who appear to be Chinese would camp this spawns 24/7 on the same characters, I don't know about you but a real player may be able to do this; however, it's unlikely they would do it for months on end. When other players would attempt to all camp the spawns, these "Gil Sellers" would do things use a puller harder monsters into a lower level section of the area to kill off the other people attempting to camp the spawns.
Numerous people complained about these issues, and many people have left the game due to these issue. It is definately news worthy is that Square-Enix is finally doing something to combat this problem.
Re:Silly (Score:5, Insightful)
I covered in my other post that all static spawns invite abuse, and there are easy fixes for it, the simplest one being just using an area spawn instead of a static spawn.
As for monster dropping, there's a good counter that I don't why more games don't use: Simply limit the distance a mob will pursue a target. Every mob just stores the coordinates it spawned at, and will mill around when idle in that area. When engaged with a player, it will pursue them a longer distance, but will stop and turn back. It doesn't take all that much no-man's-land between spawns for this system to stop people from dragging mobs into a lower level area. Perhaps an even easier one would be "barrier" points that mobs won't cross that denote area spawn borders, but I can think of some possible (but moch more minor) exploits of that system as well.
The grandparent's point is that punishments are all well and good, but they can only be enacted after damage has been done. You can't ban an abuser who hasn't abused yet, and odds are an abuser can get away with considerable annoyance before he's caught. The system should be changed to prevent the grief tactics from working. Sure, the changes might introduce new problems, but it's a step in the right direction. Once the developers are willing to change the system instead of just changing the rules, they'll be more likely to change it in the future to prevent new abuses. Not only would player not have these problems anymore, but the GMs won't have to waste their time dealing with them constantly.
Re:Silly (Score:5, Interesting)
Re:Silly (Score:3, Interesting)
Hunters too with feign death (maybe).
The transporting "exploit" you mentioned involved a rogue stealthing through an instance (monsters don't stop chasing you in an instance), aggro'ing the mob and having a warlock teleport him back to the group. This effectively "skips content" and is against Blizzard's policy.
Re:Silly (Score:1)
As for the 'recent steps' you reference, training mobs into other players hasn't worked in WoW at least since alpha unless they were already in combat with the mob or it's friends.
The change made with a rogue stealthing in, gaining aggro and being summoned out via a Warlock was a fix to an entirely unrelated bug used to 'split' a boss monster from its underlings and guards.
Re:Silly (Score:2)
Re:Silly (Score:1)
Simply limit the distance a mob will pursue a target ... When engaged with a player, it will pursue them a longer distance, but will stop and turn back.
Doesn't this just invite the old "easy defeat" trick of luring an enemy to the edge of its range, then attacking it when it turns away? One step forward, mob advances. One step back, mob retreats -- attack. One step forward, one step back -- attack.
I remember slaying monsters in some of the early D&D video games this way. Granted, I've never play
Re:Silly (Score:2)
Re:Silly (Score:1, Offtopic)
Re:Silly (Score:5, Insightful)
Banning people isn't a solution. You can't ban an abuser until after he's abused. At that point, damage has been done to the game, in a sense. You can ban him as punishment for that damage, but the flaw is still there.
Somebody else will come along and do more damage. People will be inconvenienced by abusers, there will be misunderstandings and confusions, newbies will accidentally do something they didn't know they weren't supposed to, and abusers will fall through the cracks. No matter how many GMs you have, you can't get perfect coverage. GMs are human, and they make mistakes. And through all this, the system is still abusable, and there's a path for damage to be done to the game.
You have to change the system so that the abusable flaw, oversight, or just plain bad design is removed, and abusers can no longer cause damage.
I haven't played FFXI, but from the article and a couple posts I've read here, I can think of two ways this can be countered:
A. Get rid of the static spawn for unique mobs and shift to area spawns. One of my more recent MMOs was Ashen Empires, and it did this in most situations. The boss has an extended area that it could spawn in, so parties and soloers tend to spread out in that area and move around rather than camp (they still have a couple static spawns, and there are issues with people camping them. Things have been done to remedy that, as well, though, and other changes are probably on the way).
B. Dungeon instancing. Anarchy Online has a dynamic dungeon system that will basically allow a player to get a randomized dungeon whenever they want just by accepting a mission. The dungeon is tied to an item in the player's inventory instead of a door (so several dungeons can be extended off of a single entrance). Parties also have the added bonus of getting a "free" boss at the end of the dungeon. No camping, no loot or kill stealing (unless somebody in the party is an asswipe), no timing respawns.
AO's system also has an added bonus that after you kill the boss, you can't sit around and wait for it to respawn. You have to leave and start a new mission, and then you have to get to, and then fight through a new dungeon (Complete with a different layout, locked doors, mines, traps, and mobs) to get another boss fight.
The two aren't mutually exclusive either. General area spawns would make camping harder, and dynamic dungeons would draw people out of the currently overcrowded spawns.
Re:Silly (Score:2)
And the dungeons are instanced there also, so you don't have a bunch of people camping bosses to get "phat leetz".
SO far so good for WoW. And yes, it's a hardcore MMORPG, despite what a few people say. Check it out.
Re:Silly (Score:2)
Re:Silly (Score:2)
I only have personal experience with City of Heroes (great game, btw, and no, I'm not affiliated). It is, all general spawns are area spawns-- whose size and level is dependent on the level and number of players in the area, and whether they are on teams.
Most content, though, is in instanced dungeons, which are also dynamically spawned (if another team member joins midway through, the later floors of the
Re:Silly (Score:1)
World of Warcraft is probably a much better example of what can be done to prevent that type of griefing; Instanced Dungeons, as well as high end loot that is randomly dropped by mobs all over the world. In addition to this, most if not all
Re:Silly (Score:2)
The others havent returned yet. We'll see if they do or if they were banned.
But to address Point A in your post, FFXI NMs
Now, in english (Score:5, Informative)
The problem then becomes that the drop goes from being kind of rare to EXTREMELY RARE, and the price goes through the roof.
Honestly though, unless the items are being used to sell Gil (in game money) I can't say I frown on it. If people are that organized and they want to affect the economy to make a better position for themselves in the game, I say go for it. As a player, I know that there are plenty of ways to sidestep the problem, and it only becomes important to people who are transfixed by the items that they cant get.
It's a big game. Do something else!
Re:Now, in english (Score:2)
In the case where a different player somehow get the the item, if they try selling it they will just go with the inflated rate to get the most money they can for the item.
Re:Now, in english (Score:1, Offtopic)
Re:Your post, gizoogle-ized! (Score:1, Offtopic)
Who? (Score:5, Funny)
IMarv
Gill Sellers? (Score:1)
Re:Gill Sellers? (Score:2)
Re:Gill Sellers? (Score:3, Funny)
Re:Who? (Score:2)
Re:Who? (Score:1)
IMarv
Re:Who? (Score:2)
http://www.dot.state.oh.us/dist3/users/gsellers/ [state.oh.us]
De-nerded translation (Score:1, Insightful)
De-nerded even further...
People are do bad things, and someone punishes them.
People are do bad things? (Score:3, Funny)
Re:De-nerded translation (Score:1)
If they norms, don't like it, they can take a leap.
Re:So, why do some peeps suck so bad? (Score:4, Insightful)
This is the game (Score:5, Insightful)
I don't see what the problem is. They created the rules, and this is a logical progression. Why don't they remove the static spawning from the game, or make it random, or make these monsters tougher, or stop handing out rewards for camping?
They do make it random (on some monsters) (Score:5, Informative)
When it comes to NM(Notorious Monster) spawns in FFXI, there are two type of spawns. Timed spawns and lottery pops.
With timed spawns, once the NM is defeated, it cannot appear again until a set amount of time (Such as real life 1 hour for most of them).
The other type of spawn, lottery pops, are tied into the spawning rate of regular monsters. For every monster of a specific type that spawns in the zone, there is a very slim chance that it will be a NM.
Here's an example. In one of the areas of the game, there are a bunch of windmills with giant sheep roaming around them. This area is also home to a NM called "Stray Mary", which happens to be a lottery pop. Now if I wanted to hunt down Mary (which is an actual quest in the game, btw), I would have to go there and hunt down every sheep I can find until one of the respawned sheep spawns as Stray Mary.
As for drops, it's also kind of random as well. With Stray Mary above, she normaly drops some high quality milk that sells pretty good. If you're really lucky, she'll also drop a highly desired bard horn as well (which is the kind of item the Gil farmers/sellers are looking to monopolize as well).
Re: (Score:2)
Re:This is the game (Score:2)
The problem with all these "gil farmers" (or gold farmers on other MMORPGS) is that the game's money is worthless. Unless there is a set number of coins in the world and once they're gone, they're gone...then the money means nothing. This is what makes things valuable in the real world... It'd be a bitch to program, but it would stop this kind of behavior entirely.
Re:This is the game (Score:1)
Re:This is the game (Score:2, Interesting)
yes ffxi could be designed better in this respect, but it doesn't give them any right to brea
Re:This is the game (Score:1)
a) purposely killing other players repeatedly in order to monoplize those spawn points, in direct contrast to the code of conduct
b) violating the eula by selling virtual content online
c) doing the above repeatedly--all day, every day, in clear violation of the eula permitting only one user per copy of the game.
good and bad (Score:5, Interesting)
Of course, FFXI is very well designed for this sort of behavior in the first place.
Cue that Victory track... (Score:3, Funny)
At least for the legit players, anyway.
(Yes I know, it sounds horrible as text. Sue me.)
Re:Cue that Victory track... (Score:2)
MOD UP +25 BRILLIANT! (Score:2)
For some reason . . . (Score:4, Insightful)
Re:For some reason . . . (Score:4, Funny)
Re:For some reason . . . (Score:1)
Re:For some reason . . . (Score:2)
Few gil sellers get banned (Score:5, Interesting)
Banning 800 out of 32 servers make you wonder how many gil sellers are actually out there. Keep in mind that Square never said explicitly that how many out of the 800 are linked to gil selling activities. Players who have repeating records for MPK or using grief tactics are banning candidates as well.
Kudo to Square-Enix PR department. Well done.
Re:Few gil sellers get banned (Score:1)
Spawn camping? Wassat? (Score:2, Informative)
Ignore all the pettiness and boring parts of all those fantasy RPGs and just have fun. No uber items to collect, no spawns worth camping... Anyone can have a good character and all they have to do is play normally and advance their character.
Re:Spawn camping? Wassat? (Score:1)
Re:Spawn camping? Wassat? (Score:3, Insightful)
Nothing to do with the money you do make.
No high end game content. (Getting to make a new character at lvl 50, is not exactly exciting).
No player owned anything (i.e. apartment, super base, frickin telephone booth for that matter).
Repetitive quests. Sure the story text changes but not much else.
No player vs. player. (ok this should sort of be in the next update)
Seriously, I am a CoH player and have been for about 7 months. I do enjoy the game and it's pretty impressive for me to find somet
Re:Spawn camping? Wassat? (Score:1)
Nothing to do with the money you do make.
AH purchases, Tradeskills, and even obtaining newer skills requires you to spend quite a bit.
No high end game content. (Getting to make a new character at lvl 50, is not exactly exciting).
Currently, PvP is a major portion of the endgame. With battlegrounds coming up, that will definitely get a nice kick up to the next level. Also, there are several high end instances that are good for high end players to repeat, as well as instances which require
Re:Spawn camping? Wassat? (Score:2)
By far, This is the best move SE has done yet (Score:2)
Understand the ppl they banned were harassing other players (by MPK'ing them - a DIRECT violation of the TOS), automating aspects of the game for exploit purposes (grey area, but...) and out right modifying the game code. Since SE controls the servers, well...
FFXI is one of the most balanced, enjoyable MMOG's I've played in years. CoH is fun, agreed. But when games like WoW fall here
Re:By far, This is the best move SE has done yet (Score:2)
Gil seller? (Score:3, Interesting)
Re: (Score:2)
Re:Gil seller? (Score:4, Informative)
The problem is that they monopolize some monsters and zones that give good items. They sell the items to obtain gil to obtain dollars. So the "normal" players like me, are forced to buy the items at the ingame "ebay" instead of getting them the normal way... killing those monsters. It's possible to wait for the monster to appear and fight it before a gilseller, but unlikley.
Worst of all, some gilsellers bring highlevel monsters near the spawn spot of the monster with the good item... so, the new foe kills you and they are alone to get the item. That is the kind of player SQUARE-ENIX is banning.
Excuse my poor english (Spain here) and I hope this comment helped
Re:Gil seller? (Score:2)
seriously (Score:3, Insightful)
On a serious note - I played FFXI for almost 2 years. I had 2 jobs leveled that needed a Monster Signa (fancy staff for Bards and Beastmasters). 6 months I camped the monster that dropped it and didn't get it once because there was constantly campers there running bots. Eventually it became apparent the only way I could obtain this item would be to either farm a low level area and ruin the game for someone lower level than I, or pay real money to get the gil I decided it was time to go.
Re: (Score:2)
Re:seriously (Score:2)
Why not let the players decide... (Score:3, Interesting)
Re:Why not let the players decide... (Score:2)
While some people disagree I maintain that it's not hard to spot sellers automatically (with decent transaction tracking - I'm sure
While I think it's all well and good to try and design a game that avoids this sort of thing it's not always possible unless you simply decided to drastically change the game you are
They arn't even NM, and they cheat! (Score:1)
What's disturbing is when you check the auction house and see 1 item worth 600,000 gil sold by 1 person for the whole history. They keep an artifical price hike on the item. When I started this item was around 250k. Sinc
Re:They arn't even NM, and they cheat! (Score:2)
Penny Arcade (Score:2)
As usual, the lads are perfect in their topical timing.
What would blizzard do? (Score:2)
C'mon... Blizzard can whack thousands of people at a time... Get with the program S-E! j/k
Re:What would blizzard do? (Score:2)
To clarify some of the misconceptions (Score:2, Interesting)
Firstly, They banned the PlayOnline accounts, not the characters. Which means, potentially they banned 25600 characters, with each POL account having the max of 32 characters per account. So its possible that in doing this they removed a signifigant amount of money from some of the servers. That is to say, if they got the POL account that had the character with all of the gil-sellers money (unlikely), its