Hunting Down Gilfarmers 141
Milkman, over at 1up, revels in the discovery that gilfarmers are finally starting to fall in the battle with Square-Enix. Final Fantasy XI has always had a problem with these Real Money Trader pests, and the company has recently stepped up its efforts to eliminate the problem. From the article: "Is it difficult, time-consuming, and an absolute time and money sink to farm, camp and craft your way to profit in FFXI? Absolutely. But it's been made even harder due to the unbelievable inflation the game has suffered as of late. In reality, FFXI was in danger of becoming a gilfarmer's domain, practically owned and operated by RMTs until the recent purge, if it is indeed a purge. How else to explain the disappearance of gilfarmers across all servers in the last week? While we're still waiting to hear something official out of Square-Enix HQ, the writing is clearly on the wall for currency resellers worldwide."
Riiiiight (Score:4, Interesting)
The thing about cockroaches, is that no matter how many times you purge your home, they'll come back.
The only way to keep gilfarmers away, is to smack them down immediately (which risks false positives) or to change the economy so that their services are no longer profitable.
Re:Riiiiight (Score:2)
Kudos for the mass bannination, but the problem is only going to repeat itself. Even if they remain vigilant, the farmers might just try to come back and operate with a lower profile
Bingo: change the economy (Score:5, Insightful)
And doubly so when the game is a brain-dead exercise for the most brain-dead grinders. If the way to get ahead in the game is to be an obsessive-compulsive clicker willing to _work_ 8 hours a day on mind-numbing repetitive stuff (and pay each month for the privilege), yes, eventually some people will say "screw this, if I wanted more work, I'd do overtime and get paid for it." So they'll buy gold instead or cancel their account. It's that simple.
That creates the demand.
And conveniently most "me too" MMOs also create the supply. There's an abrupt differential in how much money you make per hour at each level. E.g., in WoW even a gray (junk) item dropped off a level 60 NPC is worth about 1 gold at the vendor (i.e., without even bothering with the auction house), while for a newbie 1 gold will pay for all your skills (trade skills included) and equipment up to level 10. E.g., in COH a level 50 can make more than 3 million per hour, money which you don't even need any more (no repairs, no more stuff to buy, etc), while for a new character 3 million will last you until level 35.
So you have:
1. a bunch of people who badly need gold (and face a non-fun repetitive grind of days, maybe weeks, to get it)
2. a bunch of people who can easily supply a newbie's need for gold (in a tiny fraction of that time)
So is it any surprise that a gold trade forms between the two? It's only common sense, not to mention elementary economics.
Complaining about the "evil" gil farmers when the game creates that slope, sorry, it's just brain dead. It's like complaining that things slide down a water slide. ("Waah, things should have slid up hill, and it's such an evil world when they go downhilll instead!") Well, what did they _expect_ there?
Want to make gil farmers go away? Well, yes, how about changing the economy then? Or for that matter, how about designing a game so it's fun for the casual gamer who plays it to relax after work, not to get more mind-numbing repetitive work?
Heck, it _is_ possible to design a game without gold at all.
E.g., look at Planetside. You're a soldier, so your tank or weapon are supplied to you for free. The balancing factors are your certifications (you don't get a tank if you're not certified to drive one) and the timer on some equipment (you have to play infantry a bit until you get your next tank, if you just drove your old one off a hill.) And unsurprisingly, there is no gold farming or trade whatsoever in Planetside. Go ahead, search ebay. You won't see gold or equipment for sale for Planetside.
The same could work in a lot of other games. E.g., in COH, you don't even have equipment or such, you have new techniques or enhancements for your signature moves: it's a trivial exercise to re-design that to work basically as skill points gained at level-up, instead of being bought. E.g., in WoW, you don't even need to go that far: bump quest rewards up to be actually suitable for the quest's level (as opposed to getting a level 12 mace as reward for a level 30 elite quest), and you've just made money entirely unnecessary. Etc.
And in FFXI's case, heck, they just need to get a brain and realise that the Japanese kind of "work simulator" is entirely the wrong game concept for the vast majority of us Westerners.
Re:Bingo: change the economy (Score:2)
Think about this for a moment, your skill in the game is not directly linked to your real skills and abilities as a player.
I see this all the time in ET:RW, where you have 3 star generals who still have no clue to what the objectives are, or how to defend them, who's xp is there just because they've put in the time into the game, and they lose all the time to those people who play for the objectives.
It's no fun for either group, really.
So back to my point, i
Re:Bingo: change the economy (Score:2)
Re:Bingo: change the economy (Score:1)
Now I also play ET (Enemy Territory), and I like that because I can play for
Re:Bingo: change the economy (Score:1)
It would have to be a slightly more complicated method of distributing xp...
Damage from mob would have to be a factor or there would be no tanks...
and then back-up tanks would be virtually non-existant.
It's annoying when a party member does nothing but collect xp...that's when you tell them to pay attention or you'll boot them.
Probably not. (Score:1)
Honestly, most people buying gold are level 60 themselves, and they could actually earn money QUICKER than most farmers if they put their minds to it (because they know how to play the game better than a guy who's just doing this as a crap job, and because they can find groups to get into high-end i
Re:Bingo: change the economy (Score:2)
Re:Riiiiight (Score:2)
Example of a script, automatically look for characters raking in huge amounts of loot/cash. Then automatically narrow those down to the ones who are inexplicably givin
Re:Riiiiight (Score:2)
>Example of a script, automatically look for characters raking in huge amounts
>of loot/cash. Then automatically narrow those down to the ones who are
Individuals sometimes buy additional characters/accounts just for the sake of additional storage, some of which is used for AH'ing, some of which is used for general item storage. Of course these characters/accounts will have items flowing cheaply to (and from) them. This isn't illegal. Also, thi
Re:Riiiiight (Score:2)
Why would the threshold to prove a guild is legitimate be just one representative? If other players are reporting that so-and-so i
Re:Riiiiight (Score:1)
Actions like this just encourage more devious methods of money laundering. In FFXI, it is not uncommon for players to walk around with very very little gil, and have almost all their savin
Re:Riiiiight (Score:1)
Disproportionately cheap can be a low threshold, and more importantly, the script looks for actions over a week or two. Repeatedly giving away large sums of gil because real money was involved, will get flagged. Repeatedly giving large sums of gil for cheap items, will get flagged.
All human beings need sleep. Bots are against the TOS. Characters that aren't standing around doing nothing
Polluting the Experience (Score:4, Interesting)
Re:Polluting the Experience (Score:1)
The only time I ever see this ending is when the game itself supports an exchange rate between the real world and the game world. Then people can put their money they earn IRL into the game to spend the same way they would if they were going to another
Re:Polluting the Experience (Score:2)
Then people can put their money they earn IRL into the game to spend the same way they would if they were going to another country (or pull money out to buy their groceries).
Then the current farmers will find their jobs offshored to someplace cheaper so that the companies selling the game-money can undercut the current rate of the game company.
Re:Polluting the Experience (Score:3, Interesting)
Of course, if you make it cheaper to buy gold than game for it, you're going to lose a lot of revenue from people that would otherwise grind for it. So the trick is to find
Re:Polluting the Experience (Score:1, Insightful)
Add dynamic events where certain players' hordes are likely to be broken into by npc bandits - but only if they control too much of the currency in his bank(s). Yeah, it might piss off some players - maybe they should pay the bank to hire more guards
Re:Polluting the Experience (Score:1)
Re:Polluting the Experience (Score:2)
Re:Polluting the Experience (Score:2)
Ahem, cough, cough, City of Heroes, mumble...
Re:Polluting the Experience (Score:2)
As an elvaan 65 BLM, 56 SMN, 37 DRG and various other ~30 level jobs who has never had perfect equipment I have to say that you are wildly mistaken.
I have never bought gil. I farm. I harvest. I mine. I craft. There are plenty of ways to make good gil without mindlessly grinding out for 8 hours.
If you don't want to play the game the way it is, and feel the need to ruin it for everyone else by supporting
Re:Polluting the Experience (Score:2)
I eat cherry-flavored shit, orange-flavored shit, kiwi-flavored shit, strawberry-flavored shit. There are plenty of ways to feed myself without eating shit. Oh wait...
Re:Polluting the Experience (Score:2)
Re:Polluting the Experience (Score:2)
You don't need the best equipment in the game to play and enjoy it, you just want the best equipment in the game so you can be "better" than other players.
Re:Polluting the Experience (Score:2)
No, having a significant portion of players run the game as a business operation damages the fantasy that the game hopes to instill. It only helps the realism.
I'll tell you how to stop gilfarmers... (Score:3, Interesting)
Re:I'll tell you how to stop gilfarmers... (Score:4, Insightful)
-Rick
Re:I'll tell you how to stop gilfarmers... (Score:1)
Re:I'll tell you how to stop gilfarmers... (Score:2)
A game based on trading will always be susceptible to people making real money trades. There are ways to make it less profitable, but it will always be a problem unless you limit trading to NPCs. You could still do well as a craft master, but inflation and scarcity would be totally controlled by the server (a good thing, considering the alternative).
Re:I'll tell you how to stop gilfarmers... (Score:2)
Here's an odd thought... Why worry about the real life trades? I mean, it's still commerce. The buyer pays for an item (in this case virtual), and the seller provides it. AFAIK, there's no law against such trades, nor do I really see the big problem as long as the developers are not encouraging it. (Games where you have to pay real money for stuff just to keep up with the Joneses would definitely not be fun, so the develop
Re:I'll tell you how to stop gilfarmers... (Score:1)
they need a way to limit the gold "found" from no-where. or make useful things to spend gil on. i know scrolls in ffxi were insane sometimes. some were 10x cheaper in the store than the AH (its how i made money) and other times, 10x more in store than the AH.
They need mroe services like maybe more hero party things (npc's) you pay for there use. would help with the p
Re:I'll tell you how to stop gilfarmers... (Score:1, Insightful)
Re:I'll tell you how to stop gilfarmers... (Score:1)
You mean like the 1mil gil cost to get into some high level areas?
You mean like the tax on everything sold through the AH, and the 10% tax applied to everything sold through bazaars in Jeuno?
You mean like nerfing the NPC buy costs on items when they're being abused?
You mean like being able to desynth items that you buy from vendors into raw ingredients to sell on the AH? That i
Re:I'll tell you how to stop gilfarmers... (Score:4, Insightful)
These higher prices aren't payable for normal players playing normally, because it'd literally take like years of playing to get the money.
Yes, they could try to get the rare item themselves. A good idea ! Only, there's a problem: the area where the monster with the item spawns is camped by a dozens of chinese, your odds of ever actually getting to tackle with the monster, even assuming you're *also* willing to camp there for a week, are slim.
So what are you to do ? Accept that the game is now split in three: One, normal players, that play with the weakest gear, and are prevented from meeting the most powerful monsters. Two: players who buy Gil and thus gets the best gear for no in-game investment. They can *also* still not challenge the most powerful monsters, since these are camped. And three: Campers and Farmers that have no interest in playing the game or contributing to the society, but only camp the monster that gives them the most Gil, or does the same farming-thing over-and-over-and-over for literally years.
Can you see why this environment migth detract from the fun for someone ?
Re:I'll tell you how to stop gilfarmers... (Score:2, Interesting)
Re:I'll tell you how to stop gilfarmers... (Score:2)
Random thoughts from a non-game developer (Score:2)
* Remove spawn camping from the game. Use only instanced environment for PvE combat.
* Require NPC interaction to get a 'quest' to open an instance or spawn das uber beast.
* Use collision detection. Farm scripter will have a much harder time automating the process if someone blocks their route.
* Control the economy similar to a real economy. The game server is like the Department of Treasury, they control how much new money is going into the game. The trick is they need to work on ways
Re:Random thoughts from a non-game developer (Score:2)
Works, for that particular problem, and some MMORPGs do exactly this. Has serious drawbacks though, even apart from the unrealism, and the fair question: If that's what you want, why not just make a single-player game with online-chat :-) (Ok, I realise that's extreme)
Require NPC interaction to get a 'quest' to open an instance or spawn das uber beast.
Doesn't work. Anything a normal player can do, a chinese gold-collector can also do. (I realize they don
Re:Random thoughts from a non-game developer (Score:2)
That is exactly my point. Get RID of mobs that can infinitely respawn with cash on them. Create a real economy. Create an environment where the primary means of income is not the slaughter of some AI mob.
Sure, have places for adventurers to explore, places where the line between civilization and wilderness is blury (and moves!). Have sold
Re:Random thoughts from a non-game developer (Score:2)
It's easier to keep updated if you don't post anon
-Rick
Re:Random thoughts from a non-game developer (Score:2)
Read my journal entry here: http://slashdot.org/~RingDev/journal/128132 [slashdot.org] for my complete write up. By using instances for
I almost forgot! (Score:2)
Like out running a hungry and pissed off bear, you don't have to be faster then the bear, you just have to be fa
Re:I almost forgot! (Score:2)
-Rick
Re:I almost forgot! (Score:2)
Re:I'll tell you how to stop gilfarmers... (Score:2)
Re:I'll tell you how to stop gilfarmers... (Score:1)
Not for everyone. For a lot of people, the fun comes from the immersiveness. This means that yes, people want to engage in the mundane crap like creating and trading items, rather than buying these items from minimally-interactive merchants who seem able to pull them out of their... magic stock rooms.
And moreover, there's a peculiar kind of feedback effect in the gilfarmers' favour. 'Shared experience of the adventure' game
Re:I'll tell you how to stop gilfarmers... (Score:2)
Chinese New Year (Score:5, Interesting)
Re:Chinese New Year (Score:2)
Re:Chinese New Year (Score:1)
Damage is already done. (Score:3, Interesting)
There's been an outbreak of recent "I'm quitting the game" posts on Allakhazam (website dedicated to various MMORPG's) and the people quitting are the one's who were around for longer then me. I either knew them personally or knew of them, via the boards or meeting em in game. Almost all of them were upright folks who I got to know to varying degrees, and they were willing to help out me and others who has just started.
So, since the higher level folks seem to be dropping away like Fox's good shows, people joining the game now and in the future look like they're screwed, economically and socially. The game has definitely stopped being as fun as it was, and what Squeenix is doing might not cure it.
Re:Damage is already done. (Score:2)
I admit it (Score:1, Interesting)
That game was seriously a timesink, and it took forever just to get anywhere or do anything. I've since moved to WoW, and although I havn't even hit level 30 yet, I felt like I havn't needed to buy gold yet (although my bro did set me up with 5 gold and a couple p
Re:I admit it (Score:1)
Let's face it, time can be valuable. Especially in your case. I don't make nearly as much as you but even for me my time would be better spent working for money and buying that epic mount rather than working for in-game gold. In the end I stepped back and realized, geez, I'm considering paying real world money to get something in a game
Re:I admit it (Score:2, Insightful)
Herein lies the problem. People dont even recognize that they are playing a game. Does getting that gold or item make the game more enjoyable? It simulates progression when there really isnt any at all. That level 60 character is having no more fun than the level 10, I would even
Good, I'm not losing my mind..... (Score:3, Funny)
Re:Good, I'm not losing my mind..... (Score:1)
Crafting? (Score:1)
Re:Crafting? (Score:1)
But what will become of the children? (Score:3, Interesting)
(Yes, the Cory from Boingboing)
http://craphound.com/000187.html [craphound.com]
(with links to a podcast version as well)
O RLY? (Score:1, Interesting)
(Stuff like gilfarmers repeatedly MPKing other players, those players calling a GM, and then the players being MPKed having their accounts suspended for breaking language rules by saying "wtf" or s
Game economies and the real world (Score:1, Flamebait)
I see one of the biggest problems being that, especially here in the U.S., there is a sense of entitlement. And you have to buy that entitlement.
Players want to have stuff
Re:Game economies and the real world (Score:1, Insightful)
Farmers (Score:5, Insightful)
You can stop the farmers if you design it properly from the get go.... Maybe not completely but at least keep it down to a dull roar.
2 cents,
Queen B
Re:Farmers (Score:2, Interesting)
Let's say there exists a dragon that drops a valuable item. This dragon spawns approximately once a real life day (randomly somewhere between 21 and 24 hours to mix it up and make sure it doesn't stay in the same time zone forever), and the item that it drops isn't guaranteed. This item is also highly sought after.
That would make this item pretty darn valuable, wouldn't it? There is at most
Re:Farmers (Score:2)
Real economy? (Score:4, Insightful)
Re:Real economy? (Score:2)
In the end, creating money all the time is the only way to give a fair start to new players.
Re:Real economy? (Score:2)
Creating money all the time does not give a fair start to new players. As the amount of money in circulation grows, trading prices are inflated. New and casual players, whose income is fixed by cash drop rates, find it harder to obtain the cash needed to buy crafted items and rare drops from wealthy and powerful players. Increasing
Re:Real economy? (Score:2)
Re:Real economy? (Score:2)
Re:Real economy? (Score:1)
The result of this was that there were very few powerful or rich players, almost everyo
Just like Law Enforcement -Do Sting Operations (Score:1, Interesting)
Buying 2,000,000 gil is only $37.95 on IGE righ
Re:Just like Law Enforcement -Do Sting Operations (Score:2)
I mean, they can't just survive on kiddie porn, can they?
Kill the farmers (Score:3, Interesting)
Re: (Score:2)
Re:Kill the farmers (Score:2)
Dupes are bugs, their a problem outside of what I proposed, and Wow has gold farmers because gold is still very very useful. Item farming not so much because everything is bind on pickup. Another idea would be a commodity system where items that are farmed a lot lose value, promoting everyone hunting something different. Add supply
Inflation is natural in Online Games (Score:3, Insightful)
As long as gamers can create "money", for example by farming gold, the amount of money (or assets bought by the money) in circulation will increase, which will deacrease the value of the money.
There's only one way to solve this: Have a more or less fixed amount of money in circulation. Don't let gamers create money. Only create money if the population increases.
Re:Inflation is natural in Online Games (Score:2)
The result would be that if 100,000 units of currency per hour were flowing into player inventories, the prices of shop items would adjust, based on the current demand for items, to keep the average outflow of currency in the shops close to 100,000 units pe
Re:Inflation is natural in Online Games (Score:2)
Yeah, but on what? If they spend it on items which won't disappear (weapons, for example), that doesn't change anything. The monetary value has already been added to the game.
And since it's so easy to "make" more money, players will always make more money than they spend.
Blaming the economy isn't the solution. (Score:3, Insightful)
When somebody quits, they don't quit with all their gil. They give it to their friends, in hopes that their friends can use the gil to jump ahead and get those items they truly wanted (Astral Earring, Juggernaught etc). This leads to less people in general holding the same total amount of gil. Obviously the prices of items will go up in this situation.
Solutions like taxes have been implemented in FFXI for a long time now. Large (10%) taxes on bazaar sales, on all auction house sales in Jeuno/Tavnazian Safehold, increasingly demanding chocobo fees (5k/chocobo for a 3 minute ride is normal), Dynamis, Limbus etc are all money sinks that are implemented with the sole purpose of sucking gil out of the system to try to control the average gil holdings of all the people left on the server. As with all solutions, people get away with tax evasion (bazaaring in starting nations or in open fields), direct trading, etc, but the solutions are still implemented with varying success.
The problem with gil farmers in FFXI lies in the fact that they monopolize NM/HNM's and become the sole source of rare items deemed fundamental for normal play or crafting synthesis, and then abuse the discrepencies in supply and demand to make huge profits of gil that they later RMT back to players. Somebody suggested making crafting require absurd amounts of materials as a solution. Some recipes in FFXI require 8 ingredients (that may or may not be stacked, requiring intense travelling) of varying rareness or origin, multiple craft sub-skills, etc.
It's not like WoW where gilfarmers just sit there killing monsters and collect the gold that they drop. No mob in FFXI (goblins dropping 5gil/kill) is worth farming like that (better to farm beehive chips in giddeus and HQ beeswax for hundreds of k worth of gil on the auction house). And, almost all mobs worth killing require at least 6+ people to do it (either for experience points, or camping HNM).
To counter this, Square-Enix started to move away from HNM centric loot distribution, and towards instanced battles, with participation rates determined by how many beastman seals you could collect (not so common), and then later with more fights with participation rates determined by how many Kindred Seals (even less common) you could collect. These were the right direction in the end, and they implemented fixed interval fights ENM's that proved rewarding and fun. These are really good changes and any FFXI gamer that has experienced the effects of these will tell you they add to the enjoyment of the game.
The problem almost all FFXI->WoW converts complain about is that it takes too much effort to get items in FFXI with little gain. Almost all the items in the game worth getting are the results of huge collaborations of team effort (and organizational nightmares). This is the part that seems to separate the average WoW gamer and a true FFXI junkie. The WoW convert detests investing insane amounts of time/effort into the game without quick rewards/satisfaction, while the FFXI junkie will not have it any other way.
In FFXI you camp kings for 3-9 hours/day (rotating times so it might be 3pm - midnight today, and in 3 days the spawn windows could be 3am to 9am) for the 'chance' to be able to fight (150+ people in a tiny zone trying to claim a mob that pops every 21-24 hours at 30 minute intervals and 12-18'ish people get to fight it for 15 minutes to an hour) and out of that chance, the 1/11 chance that t
Re:Blaming the economy isn't the solution. (Score:2)
Re:Blaming the economy isn't the solution. (Score:2)
The problem almost all FFXI->WoW converts complain about is that it takes too much effort to get items in FFXI with little gain. Almost all the items in the game worth getting are the results of huge collaborations of team effort (and organizational nightmares). This is the part that seems to separate the average WoW gamer and a true FFXI junkie. The WoW convert detests investing insane amounts of time/effort into the game without quick rewards/satisfaction, while the FFXI junkie will not have it any ot
Some thoughts from a "hardcore" FFXI player (Score:5, Interesting)
First of all, just to clarify what I mean by "farming" in this post. Farming is not, in itself, an illegitimate activity, or against the terms-of-service. If you want to make some money in FFXI, farming is one of the most reliable ways of doing so. Run out to a zone where you can kill the mobs easily and quickly and where the mobs drop items that you can sell on for good money. The longer you stay there farming, the more money you make. As you will need a lot of high value items in FFXI, some of them from quite an early level, most players will spend a lot of time farming at various points. "Farming" only deserves its negative connotations when it is done with the express purpose of exchanging the gil made for real-world money.
Although I haven't bought gil myself (despite extreme temptation on a couple of occasions), I'd estimate the proportion of players who have at about 25%, mostly for when they've wanted an expensive, one off item that's essential for their job (the Haubergeon for melee jobs is the classic example). I'd also estimate that maybe 10% buy gil on a regular basis (as in, several million gil per month). I've no hard evidence to back this up... just observations of how many people seem to be able to get by with little or no farming, acquire expensive items at a suspicious rate and so on. To be frank, anybody levelling Ranger or Ninja at a rate of more than one or two levels per week is almost certainly buying gil, unless they started with a vast amount of capital.
Now, for a long time, this had been widely known and the situation had been more or less stable. There was a constant, but managable, level of inflation in the game. Most players looked down on people suspected of buying gil and nobody would actually own up to it, but it wasn't significantly unbalancing the game and those who didn't buy gil could generally get along just fine without it. However, in October/November, IGE started a series of price-cuts on gil. I'd only been monitoring their prices since August or so, but I'm told that price-cuts up to that point had been relatively minor and relatively evenly spaced. At the start of October, 2 million gil would have set you back about $50-60.
By early-December, 2 million gil was down to $30. This was already having a significant impact in-game. The price of many of the "premium" items, such as the Haubergeon, Scorpion Harness and Peacock Charm had doubled. In early October, the prices of those items were 2 million, 4.5 million and 8 million respectively. By the start of December, 4 million, 8 million and 15 million.
Then came the Christmas-sale. Suddenly, IGE were selling 4 million gil for about $22. Lots of idiots who got cash for Christmas ran right out and spent it on gil, tempted by the insane prices. Of course, this was a pretty futile exercise, as inflation immediately went insane. The three items above peaked at 12 million, 19 million and 32 million respectively during the week between Christmas and New Year.
Now, the big problem was what this meant for the people who didn't buy gil. See, when people buy themselves gil for Christmas, it's not because they want to use it to pay for their food or ammo costs for the next few months, or to level a craft. It's because they want a big, shiny premium item. So the inflation was confined almost entirely to the highly desirable items in question. The number of hours that an "honest" player would need to farm for to afford one of these items had pretty much quadrupled overnight. For the first time, those who didn't buy gil were at a real, almost insurmountable disadvantage. This was nothing less than an attempt by IGE to sieze outright cont
Re:Some thoughts from a "hardcore" FFXI player (Score:2)
Re:Some thoughts from a "hardcore" FFXI player (Score:2)
"To be frank, anybody levelling Ranger or Ninja at a rate of more than one or two levels per week is almost certainly buying gil, unless they started with a vast amount of capital."
That seems a lot low, to me. If you find a good party to group with (full of people that know what they are doing), know where to go and what mobs to grab, you can gain one level every 2-3 hours barring accidental linkage induced death. I kno
Re:Some thoughts from a "hardcore" FFXI player (Score:2)
What he's saying there isn't that someone who levels multiple times in a week is buying gil (I do it all the time), but that someone who levels a RNG or NIN as their first job (aka not having tons of funding from another high level job) is most likely buying gil, due to the extremely high costs of those jobs. I spent about 1mill
Fix crafting, nerf drops. (Score:1)
too bad... (Score:1)
Darn.
Simple really. (Score:1)
why bother to spend the time to farm that 1mil gil when anybody can buy it straight from square for $5?
gilfarmers die off and square turns a nice profit.
win/win
Re:Simple really. (Score:1)
Re:Simple really. (Score:2)
Indeed, ask some old Germans about that.
Secret Support (Score:2)
I believe I could stop gold farming today, right this minute. (I'm only familiar with WoW, however). Here it is: don't allow large sums to be received through the mail from sources that don't receive anything in return. Put it on a timer, so that the farmer doesn't work around it by simply sending many smaller shipments; scale the value to the respective level. I guess lvl 60 characters might be legitimately receiving 100 GP from their guild mates, but if that amount is going to anyone under lvl 30 ov
Re:Secret Support (Score:1)
No problem that's existed for over 10 years can be solved in under a minute. Let's go deeper tho.
Perhaps the reason this hasn't been implemented is not that there's a secret agreement between gold sellers and the game makers, but because things are in fact more complex then your making it?
Here it is:
Re:Secret Support (Score:2)
Last night, because my friend is on dialup
I'm willing to concede that I don't have the kind of friends that give away leet loot to my starting characters. I had a hard time conceiving that anyone would; but you give a counter-example.
And btw, I wasn't suggesting necessarily banning those characters, just disallowing the attempt. And in your case, I'm not sure that disallowing "in-person" gifts would be an issue--I think there'd be enough time involved in coordinating a meetup that it would make it to
It's not the farming that's the problem... (Score:1)
The reward from farming is largely the result of the artificial search costs created by deeming it illegitimate. If you made gold farming open and accessible, the profit on the activity would drop, fewer would engage in it, and the obnoxiousness factor would become negligible.
No one would send spamming tells, because everyone would know where to go to turn gold into cash and vice versa. Also, to limit some rich kid's ability to make the game inherently unfair, just have periodic ra
Re:It's not the farming that's the problem... (Score:1)
Progressive tax? (Score:1)