tordr86b16_ESO wrote: »punish players even more? I'm not into s&m.
VileIntent wrote: »Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
VileIntent wrote: »Disclaimer: You may not like what your about to read. If your a touchy individual stop reading now and leave. You've been warned.
Step 1: Max Gold (per character or account) doesn't matter which, just set a cap.
Step 2: Design your NPC economy around this cap. This ranges from repairs, to npc merchants and everything else like Guild Stores (more on this in a second).
Step 3: Make Gold bound to Account. No trading it to any other account. You can buy something for someone and give it to them, but never any gold. (treat it like AvA points)
Step 4: Place a Cap on how much items can be sold for on a Player ran system like the Guild Store. Base each item cap to the set economy. Allow a small variance so players can buy and sell to the lowest bidder.
Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
VileIntent wrote: »Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
I appreciate your thoughtfulness and suggestions, as well as presenting assumptions on why you believe that your suggestions would work, but they're still your assumptions. Ultimately, your basis is flawed because you have decided that "virtual wallstreet" is not an acceptable way to play the game.
AlexDougherty wrote: »VileIntent wrote: »Disclaimer: You may not like what your about to read. If your a touchy individual stop reading now and leave. You've been warned.
Step 1: Max Gold (per character or account) doesn't matter which, just set a cap.
Step 2: Design your NPC economy around this cap. This ranges from repairs, to npc merchants and everything else like Guild Stores (more on this in a second).
Step 3: Make Gold bound to Account. No trading it to any other account. You can buy something for someone and give it to them, but never any gold. (treat it like AvA points)
Step 4: Place a Cap on how much items can be sold for on a Player ran system like the Guild Store. Base each item cap to the set economy. Allow a small variance so players can buy and sell to the lowest bidder.
Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
Step 1. The ammount of gold you have becomes important if you do Veteran content, if you limit the gold they can't repair, if the limit is high enough to allow VR repair bills then it stops nothing.
Step 2. Ok, this is an obvious step, otherwise game stops completely.
step 3. Kills the reason for crafting, people craft to sell, if they can't sell, they won't craft.
step 4. Means they either do multiple small transactions (annoying) or they can only sell so much, which kills trade.
All in all this turns an MMO into multiplayer Single Player Game.
ralurielb16_ESO wrote: »Gold farming is not a crime.
Botting and gold selling however are. It's a war in any MMO.
The best way to combat these? Boots on the ground. Put enough GMs in the game...
Any selling spam observed....BAN account.
Any bot reports...teleport to reported location observe behaviour and send the suspected botter /tell...no reply...BAN.
Any gold selling emails reported with evidence...BAN account.
After a while these gold sellers and botters will just give up.
As a bonus you can even add a zone message when the GMs ban someone...players will love you for it!
Not that hard really.
VileIntent wrote: »ralurielb16_ESO wrote: »Gold farming is not a crime.
Botting and gold selling however are. It's a war in any MMO.
The best way to combat these? Boots on the ground. Put enough GMs in the game...
Any selling spam observed....BAN account.
Any bot reports...teleport to reported location observe behaviour and send the suspected botter /tell...no reply...BAN.
Any gold selling emails reported with evidence...BAN account.
After a while these gold sellers and botters will just give up.
As a bonus you can even add a zone message when the GMs ban someone...players will love you for it!
Not that hard really.
Gold Farming is a crime. I have watched it grow into a plague over the last 20 years of my MMO lifetime.
Gold farming leads to botting, Untill you remove the carrot the horse will still follow it.
To my knowledge mmo game have not existed more then 17 years and no way there was botters in any of the first ones atleast 6-7 years ahead probably longer.VileIntent wrote: »ralurielb16_ESO wrote: »Gold farming is not a crime.
Botting and gold selling however are. It's a war in any MMO.
The best way to combat these? Boots on the ground. Put enough GMs in the game...
Any selling spam observed....BAN account.
Any bot reports...teleport to reported location observe behaviour and send the suspected botter /tell...no reply...BAN.
Any gold selling emails reported with evidence...BAN account.
After a while these gold sellers and botters will just give up.
As a bonus you can even add a zone message when the GMs ban someone...players will love you for it!
Not that hard really.
Gold Farming is a crime. I have watched it grow into a plague over the last 20 years of my MMO lifetime.
Gold farming leads to botting, Untill you remove the carrot the horse will still follow it.
VileIntent wrote: »Untill you remove the carrot the horse will still follow it.
tordr86b16_ESO wrote: »punish players even more? I'm not into s&m.
Knottypine wrote: »tordr86b16_ESO wrote: »punish players even more? I'm not into s&m.
Pretty much it. Every solution to combating bots/gold sellers is punishing to legitimate players. We've already been effected enough by this.
*Actually if they want to combat it more... why doesn't ZOS combat the owners of the gold selling websites? There must be something they could do for to damage that has be done to their franchise.
VileIntent wrote: »Step 1: Max Gold (per character or account) doesn't matter which, just set a cap.
Step 2: Design your NPC economy around this cap. This ranges from repairs, to npc merchants and everything else like Guild Stores (more on this in a second).
VileIntent wrote: »Step 3: Make Gold bound to Account. No trading it to any other account. You can buy something for someone and give it to them, but never any gold. (treat it like AvA points)
VileIntent wrote: »Step 4: Place a Cap on how much items can be sold for on a Player ran system like the Guild Store. Base each item cap to the set economy. Allow a small variance so players can buy and sell to the lowest bidder.
VileIntent wrote: »Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
VileIntent wrote: »You have to remove the reason to bot to stop the gold farmer. They bot to get materials or rare items or whatever sells the most and people want the most so they can charge insane amounts of gold for it to coax them into going to a gold selling site to buy gold or items from them for real cash. If they cannot get a price for an item for a bunch of gold then no one will need to go to their site to buy gold or items.
VileIntent wrote: »The overall concept is this. If you put the economy in the hands of the players it will always and forever turn to sh!t due to gold farmers and players." Stop worrying about a virtual economy and greedy players and play the game. Only greedy players and gold farmers care about massing a virtual wealth.
By taking out the trading aspect, it may sound small but people trading is part of the community feel of an MMO. They really need to add to the ways we can trade, not diminish them.VileIntent wrote: »AlexDougherty wrote: »Step 1. The ammount of gold you have becomes important if you do Veteran content, if you limit the gold they can't repair, if the limit is high enough to allow VR repair bills then it stops nothing.
Step 2. Ok, this is an obvious step, otherwise game stops completely.
step 3. Kills the reason for crafting, people craft to sell, if they can't sell, they won't craft.
step 4. Means they either do multiple small transactions (annoying) or they can only sell so much, which kills trade.
All in all this turns an MMO into multiplayer Single Player Game.
it would be re-balanced by the devs to adjust to the caps. Haven't they made this a single player game thus far? I don't see how they can take any more multiplayer out of it.
VileIntent wrote: »Step 1: Max Gold (per character or account) doesn't matter which, just set a cap.
Step 2: Design your NPC economy around this cap. This ranges from repairs, to npc merchants and everything else like Guild Stores (more on this in a second).
Might as well not have any money at all or any ecomony at all then, why not go the whole way and just make everything cost 1 gold.VileIntent wrote: »Step 3: Make Gold bound to Account. No trading it to any other account. You can buy something for someone and give it to them, but never any gold. (treat it like AvA points)
This, on its own, will not do anything to deter gold sellers / buyers. They will just buy the item instead.VileIntent wrote: »Step 4: Place a Cap on how much items can be sold for on a Player ran system like the Guild Store. Base each item cap to the set economy. Allow a small variance so players can buy and sell to the lowest bidder.VileIntent wrote: »Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
Guess what, a lot of people play primarily as a trader / crafter or they have dedicated crafting alts. All the measures above would pretty much destroy those parts of the game. Many people craft to make money.VileIntent wrote: »You have to remove the reason to bot to stop the gold farmer. They bot to get materials or rare items or whatever sells the most and people want the most so they can charge insane amounts of gold for it to coax them into going to a gold selling site to buy gold or items from them for real cash. If they cannot get a price for an item for a bunch of gold then no one will need to go to their site to buy gold or items.
Need to target the buyers more than the sellers. They people that use the services are a far bigger problem and as long as there is a demand for that service, the service will exist.VileIntent wrote: »The overall concept is this. If you put the economy in the hands of the players it will always and forever turn to sh!t due to gold farmers and players." Stop worrying about a virtual economy and greedy players and play the game. Only greedy players and gold farmers care about massing a virtual wealth.
No it wont, as has been proven many many times over the last 15-20 years of MMO games. Most games have had bots / farmers / gold sellers etc and most (if not all) of the games that have survived (their downfall has never really been down to gold sellers etc anyway) have perfectly good, working economies.
There is nothing really new in your idea, I have seen almost identical ideas thrown around in many other MMO forums, it has never been implements yet (that I know of) and it is very rare for an MMO economy to be so badly affected that people can't play.
Adryssa_Joneley wrote: »real life has money/economy so it would make sense a game should as well. And no, i am no gold farmer or greedy. I despise it. But its still fun going out and earning money in a virtual world. Its all part of the game. /shrug
AlexDougherty wrote: »By taking out the trading aspect, it may sound small but people trading is part of the community feel of an MMO. They really need to add to the ways we can trade, not diminish them.VileIntent wrote: »AlexDougherty wrote: »Step 1. The ammount of gold you have becomes important if you do Veteran content, if you limit the gold they can't repair, if the limit is high enough to allow VR repair bills then it stops nothing.
Step 2. Ok, this is an obvious step, otherwise game stops completely.
step 3. Kills the reason for crafting, people craft to sell, if they can't sell, they won't craft.
step 4. Means they either do multiple small transactions (annoying) or they can only sell so much, which kills trade.
All in all this turns an MMO into multiplayer Single Player Game.
it would be re-balanced by the devs to adjust to the caps. Haven't they made this a single player game thus far? I don't see how they can take any more multiplayer out of it.
I know some people think trading destroys an MMos economy, but I disagree, it builds it, and if changes happen every so often, the trading evolves with it.
VileIntent wrote: »Step 1: Max Gold (per character or account) doesn't matter which, just set a cap.
Step 2: Design your NPC economy around this cap. This ranges from repairs, to npc merchants and everything else like Guild Stores (more on this in a second).
Might as well not have any money at all or any ecomony at all then, why not go the whole way and just make everything cost 1 gold.
because your not working in the concept of the entire picture it requires every step not parts of it. you don't put the outside of a puzzle together and done, wow this looks like crap.VileIntent wrote: »Step 3: Make Gold bound to Account. No trading it to any other account. You can buy something for someone and give it to them, but never any gold. (treat it like AvA points)
This, on its own, will not do anything to deter gold sellers / buyers. They will just buy the item instead
.
it will and it would work 100% again don't disect an idea in parts when the whole is needed to work.VileIntent wrote: »Step 4: Place a Cap on how much items can be sold for on a Player ran system like the Guild Store. Base each item cap to the set economy. Allow a small variance so players can buy and sell to the lowest bidder.VileIntent wrote: »Before you go off the deep end with hate replies, ask yourself the 2 questions i presented earlier. Then think about the prior steps and ask yourself this. "Would this really hurt me as a player?" Am I here to play The Elder Scrolls Online or am I here to play a virtual wall street.
Guess what, a lot of people play primarily as a trader / crafter or they have dedicated crafting alts. All the measures above would pretty much destroy those parts of the game. Many people craft to make money.
You can still craft to make money. having a need to have a million gold versus 100k gold is the only real difference, you still make way more money in PvP or PvE than selling anything in this game even at the moment, because crafting is just to easy to do.VileIntent wrote: »You have to remove the reason to bot to stop the gold farmer. They bot to get materials or rare items or whatever sells the most and people want the most so they can charge insane amounts of gold for it to coax them into going to a gold selling site to buy gold or items from them for real cash. If they cannot get a price for an item for a bunch of gold then no one will need to go to their site to buy gold or items.
Need to target the buyers more than the sellers. They people that use the services are a far bigger problem and as long as there is a demand for that service, the service will exist.
if you remove the seller, then they have nothing to buy. people who don't have a market to buy something are then forced to play the game correctly instead of just throwing cash at someone else. now they can offer services in game to get others to farm materials if they don't want to go out and gather themselves.VileIntent wrote: »The overall concept is this. If you put the economy in the hands of the players it will always and forever turn to sh!t due to gold farmers and players." Stop worrying about a virtual economy and greedy players and play the game. Only greedy players and gold farmers care about massing a virtual wealth.
No it wont, as has been proven many many times over the last 15-20 years of MMO games. Most games have had bots / farmers / gold sellers etc and most (if not all) of the games that have survived (their downfall has never really been down to gold sellers etc anyway) have perfectly good, working economies.
those economies may be working but they are grossly abused and gold caps have to contiune to be raised because of it, WoW is a perfect example since it all truely began there. Now look at Rifts Auction House from the begining.. it has been grossly abused because of how WoW had all ready set the standard. If the guild store wasn't an obvious display from ZoS to avoid that train wreck I don't know what else is.
There is nothing really new in your idea, I have seen almost identical ideas thrown around in many other MMO forums, it has never been implements yet (that I know of) and it is very rare for an MMO economy to be so badly affected that people can't play.