WarCry Choice Posts: 1986 Joined: 29 Jan 2004 | Dana "Lepidus" Massey |
Adventurer Posts: 480 Joined: 1 Oct 2007 | I don't disagree that a full barter economy would make it more interesting for some, but I believe that such a huge change would most definitely devistate any existing economy. I also think that any new game that would use such a system would dissuade trade overrall. While it may work in real life, where resources are very important, a game is fundamentally different no matter how seriously one may take it. First off, those who aren't interested in the trade economy would have little recourse for getting the base items they need (i.e. better equipment). Second, those who are would have to spend much more time A) finding those who want to trade for their items and B) finding those who want to trade them the items they need. And they would have to find someone who fits A and B if they don't want to spend all day simply trading commodities. Third, it would mean no auction houses. That's a crippling blow in today's MMO market. Finally, end-gamers (read: hardcore players who spend lots of money to keep playing) who typically have plenty of money to waste would have problems as well. No longer would they be able to spend hard earned money for their alts to have great equipment; they'd have to go through the whole resource-trade grind again. (Of course this could be argued as a positive result of the system as well, but I would imagine most end-gamers would very much dislike it). While I do like the basic theory of the idea, I would have to say that any game with a decent crafting system would just have way too many resources to support a full barter economy effectively.
"The main perpetrator of this monkey lie [evolution] is Charles Darwin. He claims to have developed this 'theory' after studying 'finches' on the Galapagos 'Islands,' but I can guess why he really came up with it. He was on the Galapagos Islands for Spring Break, got smashed, woke up in bed next to a monkey, and then had to come up with a theory that make it all okay." |
WarCry Choice Posts: 6301 Joined: 30 Jun 2004 | I agree that even if it were possible to successfully implement a full barter market system into a game, not only will trading options be limited and frustrating for the casual player, but it will not really solve the farmer problem either. Even if there was to be a revolutionary new way of creating items (provided that crafting is considered to produce the best equipment), where there is no one certain resource that is rare and is thus sought after,* then farmers will then shift their efforts into actually crafting these items and then selling them. (*For example, in the game Saga of Ryzom, to produce an item you had to have a number of items that fit into a category, say; an armour shell, thread, and stuffing, to create an armour vest. An armour shell could be found on certain monster loot, and it could also be harvested from the land by collecting sea shells. This created a very diverse way of crafting, where you could literally piece together an armour from the various junk in your inventory.) The only way to successfully end the farmers' reign, then, is to cut them off in the actual farming process, or when the bought gold/item changes hands. Like you have mentioned, it is possible to track transactions where a large amount of gold changes hands, in return for nothing or something of very small value. We must return, then, to the very core of the problem, that is the farmers doing the actual farming of the gold/item. Back in the day these farmer characters were operated manually by someone and thus hard to spot and take action against. Nowadays, however, most farming characters are all mostly operated using "bots". Any player that has come across a bot, no matter how well programmed, will say that it is obvious when you observe them for any period of time. What do you guys think about this approach?
I want to see gamma rays. I want to hear x-rays. I want to smell dark matter. |
WarCry Choice Posts: 295 Joined: 18 Jan 2007 | I think the solution lies in making things so easy that a person has no excuse to do something on their own or eliminate the problem areas altogether. Crafting is obsolete in some games anyway. It's nothing more than a simple timesink and the goods are easily trumped by the uber drops from the uber mobs. Kill the ridiculous money sinks. Eliminate money and let people just trade stuff. Everyone can make their own decision on an item's value, based, in part, on its usefulness to their class. |
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Steinhauer's Opinion: Gold Farming, Part 2
In part two of his series on Gold Farming (read part one here), Jonathan Steinhauer looks further at the RMT industry and ways to realistically combat the problem.
Read more after the leap.
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