The following is based on the assumption that gold sellers, as a business, understand certain business principles.
First is to Identify the source of the gold that gold sellers sell. Starting with just a single character, that character would have to first gather either gold directly (dropped, quest rewards, and chests) or items to be sold for gold.
So to remove the gold from gold seller is simple. Remove dropped gold. No more mobs dropping just straight gold. Next is to design quests to be too complex for simple bot programs to complete. Third is to ensure that the lock pick mini game is to complex for a simple bot program to do.
Do this, and you force the bots to grind for gear to sell for gold. This brings me to the above mentioned assumption. Given that single character, they would grind out a full inventory, then they have two choices. Sell to players or sell to vendor. Selling to vendor would be their best option for a couple of reasons.
- It takes time to sell to players. If that character is busy selling to players, it's not gathering more. Simply selling to a vendor to get back out there gathering will net them the best rate of gold/hour generated.
- The people behind the bots would have to get creative. Most people are against bots and gold sellers and they will not buy items from a gold selling account if they know it's a gold selling account. So no more names like "dkjaklfdj" and if a bot program isn't capable of working the trading mechanic of the game, then this forces a person to actually play that character.
Which brings me to the next part. Multiple accounts. You have bots do the gathering and have a player driven account doing the selling. Again, it takes time to sell. If it takes longer to sell than it does to farm (which it will), then the bots will be sitting idle with full inventories. It would be better to have all accounts simply gathering and vendoring than to devote even one to selling to other players.
So eliminate vendoring.
Vendoring is a huge way of earning gold in this game. I remember when I took my first character through. I used any drops/rewards that I could make use of and I vendored everything else. I acquired a pile of gold rather quickly and most of that came from vendoring off 90% of my inventory every time I filled it (which was almost once per quest with an eighty slot inventory).
So now your thinking, 'hang on, that's our main way of making gold. How will we be able to afford anything'.
Well first off, the prices of items sold by players will come down proportionally as the wealth of the average player comes down. That leaves items that are sold by NPCs which can be adjusted by the devs.
But then what happens to all those items if they are not being vendored? Well there is a way to deal with that. Repaired items lose max health over time. Eventually, unless replaced, items will break permanently. Deconstruction is the other item sink. Where you get mats from deconstruction. The amount of mats should not only be determined by certain passives (as it is now) but also by the remaining health of the item. The amount of mats you get back is always less than what goes into making it regardless of passives and remaining item health. This ensures a mat sink.
It would take some adjustments in quantities and percentages to balance it but if done right then the bots would take a sever blow and I believe the impact on players would be something that they could cope with. For the bots/gold sellers, they would be pigeon holed into farming gear to try and sell to players or deconstruct and try and sell the mats to players. This would make their lives difficult and reduce their gold/hour by a large margin. For the players, they would simply have to adjust a bit. Player's will have no problem earning gold from quests and chests. Player's will have no more of a problem selling items to other players than they do now. Player's will still be able to sell their crafting services or crafted items to other players. The only thing players would have to adjust to is having to replace their gear every so often. This will generate a better economic flow, even at end game and not just for character's still advancing.